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

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Particles » Emitters » ParticleSpriteEmitter.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 SdlDotNet.Graphics.Sprites;
using SdlDotNet.Particles;

namespace SdlDotNet.Particles.Emitters{
    /// <summary>
    /// A particle emitter that shoots out random sprites from a sprite collection.
    /// </summary>
    public class ParticleSpriteEmitter : ParticleEmitter
    {
        private SpriteCollection m_Sprites;
        /// <summary>
        /// Gets and sets the collection of sprites assosiated with this particle emitter.
        /// </summary>
        public SpriteCollection Sprites
        {
            get
            {
                return m_Sprites;
            }
            //      set
            //      {
            //        m_Sprites = value;
            //      }
        }
        /// <summary>
        /// Creates a new particle emitter that emits sprite objects.
        /// </summary>
        /// <param name="system">The particle system to add this particle emitter.</param>
        /// <param name="sprite">The sprite to emit.</param>
        public ParticleSpriteEmitter(ParticleSystem system, Sprite sprite)
            : base(system)
        {
            m_Sprites = new SpriteCollection();
            m_Sprites.Add(sprite);
        }
        /// <summary>
        /// Creates a new particle emitter that emits sprite objects.
        /// </summary>
        /// <param name="system">The particle system to add this particle emitter.</param>
        /// <param name="sprites">The sprite collection to choose sprites from when emitting.</param>
        public ParticleSpriteEmitter(ParticleSystem system, SpriteCollection sprites)
            : base(system)
        {
            m_Sprites = sprites;
        }
        /// <summary>
        /// Creates a new particle emitter that emits sprite objects.
        /// </summary>
        /// <param name="sprite">The sprite to emit.</param>
        public ParticleSpriteEmitter(Sprite sprite)
        {
            m_Sprites = new SpriteCollection();
            m_Sprites.Add(sprite);
        }
        /// <summary>
        /// Creates a new particle emitter that emits sprite objects.
        /// </summary>
        /// <param name="sprites">The sprite collection to choose sprites from when emitting.</param>
        public ParticleSpriteEmitter(SpriteCollection sprites)
        {
            m_Sprites = sprites;
        }
        /// <summary>
        /// Creates a particle based on the sprite parameters.
        /// </summary>
        /// <returns>The created particle.</returns>
        protected override BaseParticle CreateParticle()
        {
            if (m_Sprites.Count == 0)
            {
                return null;
            }
            return new ParticleSprite(
                    m_Sprites.GetEnumerator().Current
                );
        }
    }
}
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