Particles using display coordinates, particle growtime, character death&stun animations
This commit is contained in:
@@ -51,21 +51,22 @@ namespace Subsurface
|
||||
|
||||
public void Explode(Vector2 simPosition)
|
||||
{
|
||||
Game1.ParticleManager.CreateParticle("shockwave", simPosition,
|
||||
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
|
||||
|
||||
Game1.ParticleManager.CreateParticle("shockwave", displayPosition,
|
||||
Vector2.Zero, 0.0f);
|
||||
|
||||
for (int i = 0; i < range * 10; i++)
|
||||
{
|
||||
Game1.ParticleManager.CreateParticle("spark", simPosition,
|
||||
Rand.Vector(Rand.Range(5.0f, 8.0f)), 0.0f);
|
||||
Game1.ParticleManager.CreateParticle("spark", displayPosition,
|
||||
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f);
|
||||
|
||||
Game1.ParticleManager.CreateParticle("explosionfire", simPosition + Rand.Vector(0.5f),
|
||||
Rand.Vector(Rand.Range(0.5f, 1.0f)), 0.0f);
|
||||
Game1.ParticleManager.CreateParticle("explosionfire", displayPosition + Rand.Vector(50f),
|
||||
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
|
||||
float displayRange = ConvertUnits.ToDisplayUnits(range);
|
||||
|
||||
light = new LightSource(displayPosition, displayRange, Color.LightYellow);
|
||||
|
||||
Reference in New Issue
Block a user