]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - SuperPolarityMac/ParticleEngine.cs
Consolidate with mac project.
[rbdr/super-polarity] / SuperPolarityMac / ParticleEngine.cs
diff --git a/SuperPolarityMac/ParticleEngine.cs b/SuperPolarityMac/ParticleEngine.cs
deleted file mode 100644 (file)
index 51188ae..0000000
+++ /dev/null
@@ -1,86 +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
-{
-    class ParticleEngine
-    {
-        private Random random;
-        public Vector2 EmitterLocation { get; set; }
-        public Color Color; //TODO: Color list for random colors.
-        public int TTL;
-        public int TTLRandomFactor;
-        public int ScatterFactor;
-        public int ParticleCount;
-        public float StretchFactor;
-        private List<Particle> particles;
-        private List<Texture2D> textures;
-
-        public ParticleEngine(List<Texture2D> textures, Vector2 location)
-        {
-            EmitterLocation = location;
-            this.textures = textures;
-            this.particles = new List<Particle>();
-            random = new Random();
-            Color = Color.Red;
-            TTL = 20;
-            TTLRandomFactor = 40;
-            StretchFactor = 1;
-        }
-
-        private Particle GenerateNewParticle()
-        {
-            Texture2D texture = textures[random.Next(textures.Count)];
-            Vector2 position = EmitterLocation;
-            Vector2 velocity = new Vector2(
-                1f * (float)(random.NextDouble() * 2 - 1),
-                1f * (float)(random.NextDouble() * 2 - 1));
-
-            float angle = 0;
-            float angularVelocity = 0.1f * (float)(random.NextDouble() * 2 - 1);
-            Color color = Color;
-            float size = (float)random.NextDouble() * StretchFactor;
-
-            position.X += random.Next(-ScatterFactor, ScatterFactor);
-            position.Y += random.Next(-ScatterFactor, ScatterFactor);
-
-            int ttl = TTL + random.Next(TTLRandomFactor);
-
-            return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl);
-        }
-
-        public void Update()
-        {
-            int total = 10;
-
-            for (int i = 0; i < total; i++)
-            {
-                particles.Add(GenerateNewParticle());
-            }
-
-            for (int particle = 0; particle < particles.Count; particle++)
-            {
-                particles[particle].Update();
-                if (particles[particle].TTL <= 0)
-                {
-                    particles.RemoveAt(particle);
-                    particle--;
-                }
-            }
-        }
-
-        public void Draw(SpriteBatch spriteBatch)
-        {
-            //spriteBatch.Begin();
-            for (int index = 0; index < particles.Count; index++)
-            {
-                particles[index].Draw(spriteBatch);
-            }
-            //spriteBatch.End();
-        }
-    }
-}