//--------------------------------------------------------------------------------- // Ported to the Atomic Game Engine // Originally written for XNA by Michael Hoffman // Find the full tutorial at: http://gamedev.tutsplus.com/series/vector-shooter-xna/ //---------------------------------------------------------------------------------- using System; using AtomicEngine; namespace AtomicBlaster { public enum ParticleType { None, Enemy, Bullet, IgnoreGravity } public struct ParticleState { public Vector2 Velocity; public ParticleType Type; public float LengthMultiplier; private static Random rand = new Random(); public ParticleState(Vector2 velocity, ParticleType type, float lengthMultiplier = 1f) { Velocity = velocity; Type = type; LengthMultiplier = lengthMultiplier; } public static ParticleState GetRandom(float minVel, float maxVel) { var state = new ParticleState(); state.Velocity = rand.NextVector2(minVel, maxVel); state.Type = ParticleType.None; state.LengthMultiplier = 1; return state; } public static void UpdateParticle(ParticleManager.Particle particle) { var vel = particle.State.Velocity; float speed = vel.Length; // using Vector2.Add() should be slightly faster than doing "x.Position += vel;" because the Vector2s // are passed by reference and don't need to be copied. Since we may have to update a very large // number of particles, this method is a good candidate for optimizations. Vector2.Add(ref particle.Position, ref vel, out particle.Position); // fade the particle if its PercentLife or speed is low. float alpha = Math.Min(1, Math.Min(particle.PercentLife * 2, speed * 1f)); alpha *= alpha; particle.Tint.A = alpha; // the length of bullet particles will be less dependent on their speed than other particles if (particle.State.Type == ParticleType.Bullet) particle.Scale.X = particle.State.LengthMultiplier * Math.Min(Math.Min(1f, 0.1f * speed + 0.1f), alpha); else particle.Scale.X = particle.State.LengthMultiplier * Math.Min(Math.Min(1f, 0.2f * speed + 0.1f), alpha); particle.Orientation = vel.ToAngle(); var pos = particle.Position; int width = (int)GameRoot.ScreenSize.X; int height = (int)GameRoot.ScreenSize.Y; // collide with the edges of the screen if (pos.X < 0) vel.X = Math.Abs(vel.X); else if (pos.X > width) vel.X = -Math.Abs(vel.X); if (pos.Y < 0) vel.Y = Math.Abs(vel.Y); else if (pos.Y > height) vel.Y = -Math.Abs(vel.Y); if (particle.State.Type != ParticleType.IgnoreGravity) { foreach (var blackHole in EntityManager.BlackHoles) { var dPos = blackHole.Position - pos; float distance = dPos.Length; var n = dPos / distance; vel += 10000 * n / (distance * distance + 10000); // add tangential acceleration for nearby particles if (distance < 400) vel += 45 * new Vector2(n.Y, -n.X) / (distance + 100); } } if (Math.Abs(vel.X) + Math.Abs(vel.Y) < 0.00000000001f) // denormalized floats cause significant performance issues vel = Vector2.Zero; else if (particle.State.Type == ParticleType.Enemy) vel *= 0.94f; else vel *= 0.96f + Math.Abs(pos.X) % 0.04f; // rand.Next() isn't thread-safe, so use the position for pseudo-randomness particle.State.Velocity = vel; } } }