ParticleCircleEmitter.cs :  » Game » SDL » SdlDotNet » Particles » Emitters » C# / CSharp Open Source

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Particles » Emitters » ParticleCircleEmitter.cs
#region LICENSE
/*
 * Copyright (C) 2005 Rob Loach (http://www.robloach.net)
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#endregion LICENSE

using System;
using System.Drawing;

using SdlDotNet.Particles;

namespace SdlDotNet.Particles.Emitters{
    /// <summary>
    /// A particle emitter that emits circle-based particles.
    /// </summary>
    /// <example><code>
    /// ParticleCircleEmitter emitter = new ParticleCircleEmitter();
    /// emitter.ColorMin = Color.Black;
    /// emitter.ColorMax = Color.White;
    /// emitter.RadiusMin = 1;
    /// emitter.RadiusMax = 3;
    /// particleSystem.Add(emitter);
    /// </code></example>
    public class ParticleCircleEmitter : ParticlePixelEmitter
    {
        /// <summary>
        /// Creates a new pixel particle emitter.
        /// </summary>
        public ParticleCircleEmitter()
            : base()
        {
        }

        /// <summary>
        /// Creates a new pixel particle emitter inside a particle system.
        /// </summary>
        /// <param name="system">The system that the particle emitter should be added to.</param>
        public ParticleCircleEmitter(ParticleSystem system)
            : base(system)
        {
        }

        /// <summary>
        /// Creates a particle emitter that emits particels inside the given system with min and max color values.
        /// </summary>
        /// <param name="system">The system that the particle emitter should be added to.</param>
        /// <param name="minColor">The minimum color values of emitted particles.</param>
        /// <param name="maxColor">The maximum color values of emitted particles.</param>
        /// <param name="radiusMin">The minimum radius of a particle.</param>
        /// <param name="radiusMax">The maximum radius of a particle.</param>
        public ParticleCircleEmitter(ParticleSystem system, Color minColor, Color maxColor, short radiusMin, short radiusMax)
            : base(system)
        {
            ColorMin = minColor;
            ColorMax = maxColor;
            m_RadiusMin = radiusMin;
            m_RadiusMax = radiusMax;
        }

        /// <summary>
        /// Creates a particle emitter with min and max color values.
        /// </summary>
        /// <param name="minColor">The minimum color values of emitted particles.</param>
        /// <param name="maxColor">The maximum color values of emitted particles.</param>
        /// <param name="radiusMin">The minimum radius of a particle.</param>
        /// <param name="radiusMax">The maximum radius of a particle.</param>
        public ParticleCircleEmitter(Color minColor, Color maxColor, short radiusMin, short radiusMax)
            : base()
        {
            ColorMin = minColor;
            ColorMax = maxColor;
            m_RadiusMin = radiusMin;
            m_RadiusMax = radiusMax;
        }

        /// <summary>
        /// Creates a particle emitter with min and max color values.
        /// </summary>
        /// <param name="minColor">The minimum color values of emitted particles.</param>
        /// <param name="maxColor">The maximum color values of emitted particles.</param>
        public ParticleCircleEmitter(Color minColor, Color maxColor)
            : base()
        {
            ColorMin = minColor;
            ColorMax = maxColor;
        }

        /// <summary>
        /// Creates a particle emitter with radius values.
        /// </summary>
        /// <param name="radiusMin">The minimum radius of a particle.</param>
        /// <param name="radiusMax">The maximum radius of a particle.</param>
        public ParticleCircleEmitter(short radiusMin, short radiusMax)
            : base()
        {
            m_RadiusMin = radiusMin;
            m_RadiusMax = radiusMax;
        }

        private short m_RadiusMin = 1;
        private short m_RadiusMax = 10;
        /// <summary>
        /// Gets and sets the maximum radius of particles.
        /// </summary>
        public short RadiusMax
        {
            get
            {
                return m_RadiusMax;
            }
            set
            {
                m_RadiusMax = value;
            }
        }
        /// <summary>
        /// Gets and sets the minimum radius for particles.
        /// </summary>
        public short RadiusMin
        {
            get
            {
                return m_RadiusMin;
            }
            set
            {
                m_RadiusMin = value;
            }
        }

        /// <summary>
        /// A protected method to return a new particle pixel with the randomized color attributes.
        /// </summary>
        /// <returns>A new particle pixel with the new color values.</returns>
        protected override BaseParticle CreateParticle()
        {
            ParticleCircle p = new ParticleCircle();
            p.Color = Color.FromArgb(
                Random.Next(this.MinR, this.MaxR),
                Random.Next(this.MinG, this.MaxG),
                Random.Next(this.MinB, this.MaxB));
            p.Radius = (short)Random.Next((int)m_RadiusMin, (int)m_RadiusMax);
            return p;
        }
    }
}
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