Table of Contents

Class ParticleEmitterNode

Namespace
Fantas
Assembly
Fantas.dll

Node that emit particles (like fire, smoke, explosion)

public class ParticleEmitterNode : Node
Inheritance
ParticleEmitterNode
Inherited Members

Constructors

ParticleEmitterNode()

Create a particle emitter

public ParticleEmitterNode()

ParticleEmitterNode(ParticleEmitterNode)

Create a particle emitter

public ParticleEmitterNode(ParticleEmitterNode other)

Parameters

other ParticleEmitterNode

Properties

EmissionAngle

Initial direction of particle

public double EmissionAngle { get; set; }

Property Value

double

EmissionAngleRange

Range of mission initial angle

public double EmissionAngleRange { get; set; }

Property Value

double

NumParticlesToEmit

Maximum number of particles to emit default is 0 (no limit)

public int NumParticlesToEmit { get; set; }

Property Value

int

ParticleAlpha

Initial Alpha for new particles

public float ParticleAlpha { get; set; }

Property Value

float

ParticleAlphaRange

Alpha range for new particles

public float ParticleAlphaRange { get; set; }

Property Value

float

ParticleAlphaSpeed

How fast the particles will change

public float ParticleAlphaSpeed { get; set; }

Property Value

float

ParticleAnimation

Animation executed by particle

public Animation ParticleAnimation { get; set; }

Property Value

Animation

ParticleBirthRate

Number of particles emitted per second

public float ParticleBirthRate { get; set; }

Property Value

float

ParticleBlendMode

Blending mode for particles

public BlendMode ParticleBlendMode { get; set; }

Property Value

BlendMode

ParticleColor

New particles color

public Color ParticleColor { get; set; }

Property Value

Color

ParticleColorAlphaRange

Range of initial alpha for new particles

public float ParticleColorAlphaRange { get; set; }

Property Value

float

ParticleColorAlphaSpeed

Speed of alpha change

public float ParticleColorAlphaSpeed { get; set; }

Property Value

float

ParticleColorBlendFactor

Initial blend factor for new particles

public float ParticleColorBlendFactor { get; set; }

Property Value

float

ParticleColorBlendFactorRange

Range of blend factor for new particles

public float ParticleColorBlendFactorRange { get; set; }

Property Value

float

ParticleColorBlendFactorSpeed

How fast blend factor will change

public float ParticleColorBlendFactorSpeed { get; set; }

Property Value

float

ParticleColorBlueRange

blue range for new particles color

public float ParticleColorBlueRange { get; set; }

Property Value

float

ParticleColorGreenRange

green range for new particles color

public float ParticleColorGreenRange { get; set; }

Property Value

float

ParticleColorRedRange

Red range for new particles

public float ParticleColorRedRange { get; set; }

Property Value

float

ParticleColorSequence

Sequence of colors particle will have (This overrides the ParticleColor property) Use ParticleColorSequence to specify for instance a color for th beginning of particle life and end of life and the colors will be interpolated

public Color[] ParticleColorSequence { get; set; }

Property Value

Color[]

ParticleLifetime

Average lifetime of particles

public float ParticleLifetime { get; set; }

Property Value

float

ParticleLifetimeRange

Range of lifetime for new particles

public float ParticleLifetimeRange { get; set; }

Property Value

float

ParticlePosition

Average position for new particles

public PointF ParticlePosition { get; set; }

Property Value

PointF

ParticlePositionRange

Position range for new particles

public Vector2 ParticlePositionRange { get; set; }

Property Value

Vector2

ParticlePositionXRange

X position range for new particles

public float ParticlePositionXRange { get; set; }

Property Value

float

ParticlePositionYRange

Y position range for new particles

public float ParticlePositionYRange { get; set; }

Property Value

float

ParticleRotation

Rotation for new particles

public double ParticleRotation { get; set; }

Property Value

double

ParticleRotationRange

Range rotation for new particles

public double ParticleRotationRange { get; set; }

Property Value

double

ParticleRotationSpeed

Rotation speed for new particles

public double ParticleRotationSpeed { get; set; }

Property Value

double

ParticleScale

Initial particle scale

public float ParticleScale { get; set; }

Property Value

float

ParticleScaleRange

Range of new particles scale

public float ParticleScaleRange { get; set; }

Property Value

float

ParticleScaleSpeed

Scale speed for new particles

public float ParticleScaleSpeed { get; set; }

Property Value

float

ParticleSize

Size for new particles

public SizeF ParticleSize { get; set; }

Property Value

SizeF

ParticleSpeed

Speed of new particles

public float ParticleSpeed { get; set; }

Property Value

float

ParticleSpeedRange

Speed range for new particles

public float ParticleSpeedRange { get; set; }

Property Value

float

ParticleTexture

Particle texture

public Texture ParticleTexture { get; set; }

Property Value

Texture

TargetNode

Target node

public Node TargetNode { get; set; }

Property Value

Node

XAcceleration

X particle acceleration

public float XAcceleration { get; set; }

Property Value

float

YAcceleration

Y particle acceleration

public float YAcceleration { get; set; }

Property Value

float

Methods

AdvanceSimulationTime(double)

Advance the particle emission state

public void AdvanceSimulationTime(double seconds)

Parameters

seconds double

time to advance in seconds

Copy()

Copy this particle emitter

protected override Node Copy()

Returns

Node

CreateConfetti()

Create confetti particles

public static ParticleEmitterNode CreateConfetti()

Returns

ParticleEmitterNode

CreateFire()

Create a Fire particle emitter

public static ParticleEmitterNode CreateFire()

Returns

ParticleEmitterNode

CreateFireworks()

Create a Fireworks particle emitter

public static ParticleEmitterNode CreateFireworks()

Returns

ParticleEmitterNode

CreateFireworks(Color)

Create a Fireworks particle emitter with the given color

public static ParticleEmitterNode CreateFireworks(Color color)

Parameters

color Color

Returns

ParticleEmitterNode

CreateMagic(Color)

Creates a Magic/Fireflies particle emitter with the given color

public static ParticleEmitterNode CreateMagic(Color color)

Parameters

color Color

Returns

ParticleEmitterNode

CreateRain()

Create rain particle emitter

public static ParticleEmitterNode CreateRain()

Returns

ParticleEmitterNode

CreateRainbowTrail()

Create Rainbow Trail

public static ParticleEmitterNode CreateRainbowTrail()

Returns

ParticleEmitterNode

CreateSmoke()

Create smoke particle emitter

public static ParticleEmitterNode CreateSmoke()

Returns

ParticleEmitterNode

CreateSnow()

Create snow particle emitter

public static ParticleEmitterNode CreateSnow()

Returns

ParticleEmitterNode

CreateSparks()

Create sparks particle emitter

public static ParticleEmitterNode CreateSparks()

Returns

ParticleEmitterNode

CreateTrail(Color)

Create a Trail given color

public static ParticleEmitterNode CreateTrail(Color color)

Parameters

color Color

Returns

ParticleEmitterNode

ResetSimulation()

Reset particle emission state

public void ResetSimulation()