using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Particulas
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D imgFogo;
Texture2D imgFumaca;
List<Particula> particulas;
Texture2D imgCursor;
static Random sorteador;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1024;
graphics.PreferredBackBufferHeight = 768;
//graphics.IsFullScreen = true;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
imgFogo = Content.Load<Texture2D>("explosion");
imgFumaca = Content.Load<Texture2D>("smoke");
imgCursor = Content.Load<Texture2D>("cursor");
particulas = new List<Particula>();
sorteador = new Random();
Particula.LimitesTela = GraphicsDevice.Viewport.Bounds;
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
if (Mouse.GetState().LeftButton == ButtonState.Pressed)
CriaOuReciclaParticula();
foreach (var particula in particulas)
particula.Atualiza();
base.Update(gameTime);
}
private void CriaOuReciclaParticula()
{
Particula novaParticula = null;
bool particulaReciclada = false;
foreach (var particula in particulas)
{
if (!particula.Visivel)
{
novaParticula = particula;
novaParticula.Inicializa();
novaParticula.Visivel = true;
particulaReciclada = true;
break;
}
}
if (!particulaReciclada)
novaParticula = new Particula();
novaParticula.RotacaoDireita = (sorteador.Next(1, 10) > 5);
novaParticula.Tipo = (sorteador.Next(1, 10) > 7) ? TipoParticula.Fogo : TipoParticula.Fumaca;
novaParticula.Visivel = true;
novaParticula.Posicao = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
novaParticula.Velocidade = sorteador.Next(1, 5);
if (!particulaReciclada)
particulas.Add(novaParticula);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise);
//spriteBatch.Begin();
foreach (var particula in particulas)
particula.Desenha(spriteBatch, particula.Tipo == TipoParticula.Fogo ? imgFogo : imgFumaca);
spriteBatch.Draw(imgCursor, new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace Particulas
{
public class Particula
{
public static Rectangle LimitesTela { get; set; }
public float Velocidade {get; set;}
public Vector2 Posicao;
public float Direcao { get; set; }
public float Tamanho { get; set; }
public bool Visivel { get; set; }
public float Angulo { get; set; }
public Vector2 Origem;
public bool RotacaoDireita;
public TipoParticula Tipo { get; set; }
public float Opacidade;
public Particula()
{
Inicializa();
}
public void Inicializa()
{
Opacidade = 1f;
Tamanho = .1f;
Tipo = TipoParticula.Fogo;
}
public void Atualiza()
{
if (!Visivel)
return;
//Posicao = new Vector2(Posicao.X + Velocidade, Posicao.Y + Velocidade);
if (Posicao.X < 0 ||
Posicao.X > LimitesTela.Width ||
Posicao.Y < 0 ||
Posicao.Y > LimitesTela.Height)
Visivel = false;
Tamanho += .05f;
if (RotacaoDireita)
Angulo += .02f;
else
Angulo -= .02f;
Opacidade -= .01f;
if (Opacidade <= 0) Visivel = false;
}
public void Desenha(SpriteBatch spriteBatch, Texture2D imagem)
{
if (Visivel)
{
if (Origem.X == 0)
Origem = new Vector2(imagem.Width / 2, imagem.Height / 2);
spriteBatch.Draw(imagem, Posicao, null, new Color(1,1,1,Opacidade), Angulo, Origem, Tamanho, SpriteEffects.None, 0);
}
}
}
public enum TipoParticula
{
Fogo,
Fumaca
}
}