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

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Particles » ParticlePixel.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.Core;
using SdlDotNet.Graphics;

namespace SdlDotNet.Particles{
    /// <summary>
    /// A particle represented by a pixel on the destination surface.
    /// </summary>
    /// <remarks>Use ParticlePixelEmitter to emit this particle.</remarks>
    public class ParticlePixel : BaseParticle
    {
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        public ParticlePixel()
        {
        }
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="positionX">The X coordinate.</param>
        /// <param name="positionY">The Y coordinate.</param>
        /// <param name="color">The color of the pixel on the destination surface.</param>
        public ParticlePixel(Color color, float positionX, float positionY)
        {
            this.X = positionX;
            this.Y = positionY;
            m_Color = color;
        }
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="positionX">The X coordinate.</param>
        /// <param name="positionY">The Y coordinate.</param>
        /// <param name="velocity">The speed and direction of the particle.</param>
        public ParticlePixel(float positionX, float positionY, Vector velocity)
        {
            this.Velocity = velocity;
            this.X = positionX;
            this.Y = positionY;
        }
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="color">The color of the pixel on the destination surface.</param>
        /// <param name="positionX">The X coordinate.</param>
        /// <param name="positionY">The Y coordinate.</param>
        /// <param name="life">How long the particle is to stay alive.</param>
        public ParticlePixel(Color color, float positionX, float positionY, int life)
        {
            this.X = positionX;
            this.Y = positionY;
            m_Color = color;
            Life = life;
            LifeFull = life;
        }

        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="color"></param>
        /// <param name="positionX"></param>
        /// <param name="positionY"></param>
        /// <param name="velocity"></param>
        /// <param name="life"></param>
        public ParticlePixel(Color color, float positionX, float positionY, Vector velocity, int life)
        {
            this.Velocity = velocity;
            this.X = positionX;
            this.Y = positionY;
            m_Color = color;
            Life = life;
            LifeFull = life;
        }
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="color"></param>
        /// <param name="positionX"></param>
        /// <param name="positionY"></param>
        /// <param name="velocity"></param>
        public ParticlePixel(Color color, float positionX, float positionY, Vector velocity)
        {
            this.Velocity = velocity;
            this.X = positionX;
            this.Y = positionY;
            m_Color = color;
        }
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="color"></param>
        /// <param name="velocity"></param>
        public ParticlePixel(Color color, Vector velocity)
        {
            this.Velocity = velocity;
            m_Color = color;
        }
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="positionX"></param>
        /// <param name="positionY"></param>
        public ParticlePixel(float positionX, float positionY)
        {
            this.X = positionX;
            this.Y = positionY;
        }
        /// <summary>
        /// Creates a new ParticlePixel.
        /// </summary>
        /// <param name="color"></param>
        public ParticlePixel(Color color)
        {
            m_Color = color;
        }
        private Color m_Color = Color.Black;
        /// <summary>
        /// The color of the particle pixel when drawn on the destination surface.
        /// </summary>
        public Color Color
        {
            get
            {
                return m_Color;
            }
            set
            {
                m_Color = value;
            }
        }

        /// <summary>
        /// Draws the particle on the destination surface represented by a pixel.
        /// </summary>
        /// <param name="destination">The destination surface where to draw the particle.</param>
        public override void Render(Surface destination)
        {
            if (destination == null)
            {
                throw new ArgumentNullException("destination");
            }
            if (this.Life != -1)
            {
                float alpha;
                if (this.Life >= this.LifeFull)
                    alpha = 255;
                else if (this.Life <= 0)
                    alpha = 0;
                else
                    alpha = ((float)this.Life / this.LifeFull) * 255F;

                destination.Draw(new Point((int)this.X, (int)this.Y), m_Color, (int)alpha);
            }
            else
            {
                destination.Draw(new Point((int)this.X, (int)this.Y), m_Color, true);
            }
        }

        /// <summary>
        /// Gets the height of the particle.
        /// </summary>
        public override float Height
        {
            get
            {
                return 1;
            }
            set
            {
            }
        }

        /// <summary>
        /// Gets the width of the particle.
        /// </summary>
        public override float Width
        {
            get
            {
                return 1;
            }
            set
            {
            }
        }
    }
}
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