mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
* started refactoring for gui windows * a bit more work on gui windows * fixed some bugs and broken build stuff * fixed some bugs in gui controls * a little code cleanup * got gui dialogs positioning and experimenting with named styles by type * apply control styles directly in the constructor of controls * got everything compiling again * all gui controls have skinnable constructors * rework uniform grid desired size calculations * turns out gui layouts are complicated * include pdb files in nuget packages * fixed a bug in find nearest glyph * custom control styling * added a range constructor overload that takes one value * rethinking control desired size behaviour * made particle emitters more editable at runtime * moved the auto trigger code to the particle effect instead of the emitters * tweaks * changed the particle modifer interface to an abstract base with an optional name * changed the particle modifer interface to an abstract base with an optional name * an attempt at creating a gui combo box * rolled back the nested control experiment * pretty good (but not perfect) combo boxes * tweaks * name property bindings on lists * removed and cleaned up the hacks from the gui combo box * minor combo box styling tweaks * minor bug fix in gui combo box * experiments with data binding * fixed a mistake on the texture region service interface * working on the ability to serialize particles * finished particle serialization * more robust range deserialization * added editor browable attributes * fixed some broken demos * made the particle modifiers editable at runtime * fixed some issues with particle serialization * fixed some issues with interpolators
59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
using Microsoft.Xna.Framework;
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namespace MonoGame.Extended.Particles.Modifiers.Containers
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{
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public sealed class RectangleContainerModifier : Modifier
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{
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public int Width { get; set; }
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public int Height { get; set; }
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public float RestitutionCoefficient { get; set; } = 1;
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public override unsafe void Update(float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
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{
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while (iterator.HasNext)
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{
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var particle = iterator.Next();
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var left = particle->TriggerPos.X + Width*-0.5f;
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var right = particle->TriggerPos.X + Width*0.5f;
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var top = particle->TriggerPos.Y + Height*-0.5f;
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var bottom = particle->TriggerPos.Y + Height*0.5f;
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var xPos = particle->Position.X;
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var xVel = particle->Velocity.X;
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var yPos = particle->Position.Y;
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var yVel = particle->Velocity.Y;
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if ((int) particle->Position.X < left)
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{
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xPos = left + (left - xPos);
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xVel = -xVel*RestitutionCoefficient;
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}
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else
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{
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if (particle->Position.X > right)
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{
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xPos = right - (xPos - right);
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xVel = -xVel*RestitutionCoefficient;
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}
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}
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if (particle->Position.Y < top)
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{
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yPos = top + (top - yPos);
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yVel = -yVel*RestitutionCoefficient;
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}
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else
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{
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if ((int) particle->Position.Y > bottom)
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{
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yPos = bottom - (yPos - bottom);
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yVel = -yVel*RestitutionCoefficient;
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}
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}
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particle->Position = new Vector2(xPos, yPos);
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particle->Velocity = new Vector2(xVel, yVel);
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}
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}
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}
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} |