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shenagxthyDate: Monday, 17 Jun 2013, 06:01:07 | Message # 1
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The first change we will want to make is to make the class public, so near the top of the file, find the line that says:
public float AngularVelocity get; set; // The speed that the angle is changing
public Texture2D Texture get; set; // The texture that will be drawn to represent the particle
public Vector2 Velocity get; set; // The speed of the particle at the current instance
Anatomy of a Particle Engine
public float Size get; set; // The size of the particle
public int TTL get; set; // The 'time to live' of the particle
锘?D Particle Engines
A particle emitter is essentially the location that the particles are coming from. Often the particle emitter is also responsible for determining how many particles will be created at any given time. The first step will be to create the class itself. To create this class, rightclick on your project in the Solution Explorer, and choose Add > New Item from the popup menu. The Add New Item dialog will appear. Click on the Add button when you have done this. The new class file will open up in the main editor window.
The next thing we want to do is discuss a little bit about how particle engines work. A particle engine has three major components: particles, a particle emitter, and the engine itself. A particle is a small point in your game that will be drawn with an image. A particle often has a position in the game world, as well as a velocity, an angle that it is rotated at, an angular velocity which indicates how quickly the particle is spinning, and usually a color and texture for drawing. In our particle engine, we will have lots of particles, which all add up to produce an interesting effect. Also, particles almost always have some way of determining how long they should live for, so the particles can be removed as new ones are generated.
We start off by doing a couple of quick calculations for the source rectangle (which we want to cover the entire texture) and the origin, which is the center of rotation, we want to be at the center of the texture. We then draw the texture scaled, rotated, colored, and placed according to the information of the particle. We will call Begin() and End() later when we are writing the drawing code for the entire particle engine.
public Vector2 Position get; set; // The current position of the particle
public Color Color get; set; // The color of the particle
public float Angle get; set; // The current angle of rotation of the particle


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