]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - SuperPolarityMac/ParticleEffectFactory.cs
Consolidate with mac project.
[rbdr/super-polarity] / SuperPolarityMac / ParticleEffectFactory.cs
diff --git a/SuperPolarityMac/ParticleEffectFactory.cs b/SuperPolarityMac/ParticleEffectFactory.cs
deleted file mode 100644 (file)
index 0cd9ed3..0000000
+++ /dev/null
@@ -1,66 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Graphics;
-
-namespace SuperPolarity
-{
-    static class ParticleEffectFactory
-    {
-        static Game Game;
-        static Random random;
-
-        static ParticleEffectFactory()
-        {
-            random = new Random();
-        }
-
-        public static ParticleEngine CreatePolarCircle(Vector2 location)
-        {
-            List<Texture2D> texturesList = new List<Texture2D>();
-
-            //texturesList.Add(Game.Content.Load<Texture2D>("Graphics\\circle"));
-            texturesList.Add(Game.Content.Load<Texture2D>("Graphics\\diamond"));
-            texturesList.Add(Game.Content.Load<Texture2D>("Graphics\\square"));
-
-            ParticleEngine particleEngine = new ParticleEngine(texturesList, location);
-
-            particleEngine.Color = new Color(239, 203, 204);
-            particleEngine.TTL = 10;
-            particleEngine.TTLRandomFactor = 5;
-            particleEngine.ScatterFactor = 40;
-            particleEngine.ParticleCount = 50;
-            particleEngine.StretchFactor = 2.8f;
-
-
-            return particleEngine;
-        }
-
-        public static ParticleEngine CreateBullet(Vector2 location)
-        {
-            List<Texture2D> texturesList = new List<Texture2D>();
-
-            texturesList.Add(Game.Content.Load<Texture2D>("Graphics\\circle"));
-            //texturesList.Add(Game.Content.Load<Texture2D>("Graphics\\diamond"));
-            texturesList.Add(Game.Content.Load<Texture2D>("Graphics\\square"));
-
-            ParticleEngine particleEngine = new ParticleEngine(texturesList, location);
-
-            particleEngine.Color = Color.Gray;
-            particleEngine.TTL = 5;
-            particleEngine.TTLRandomFactor = 5;
-            particleEngine.ScatterFactor = 5;
-            particleEngine.ParticleCount = 10;
-            particleEngine.StretchFactor = 1;
-
-            return particleEngine;
-        }
-
-        internal static void SetGame(Game game)
-        {
-            ParticleEffectFactory.Game = game;
-        }
-    }
-}