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Game Engine

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20 Nov 2009CPL2 min read 47.4K   1.5K   34  
A game engine first prototype
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MTV3D65;


namespace gefx
{
   public  class Particles
    {
       TVParticleSystem ParticlesSys;
       public  List<TVParticleSystem> Particle = new List<TVParticleSystem>();

       public Particles()
       {
           ParticlesSys = new TVParticleSystem();

       }

       public void AddParticles(ref TVScene Scene, string PathToFile, string Name)
       {
           ParticlesSys = Scene.CreateParticleSystem(Name);

           ParticlesSys.Load(PathToFile);
           ParticlesSys.SetName(Name);

           

           Particle.Add(ParticlesSys);
       }

       public void DrawParticles(string Name)
       {
           if (Name == "All")
           {

               foreach (TVParticleSystem s in Particle)
               {

                   s.Render();

               }
           }
           else
           {
               foreach (TVParticleSystem s in Particle)
               {
                   if (s.GetName() == Name)
                   {
                       s.Render();
                       break;
                   }
               } 

           }

       }

       public void UpdateParticles(string Name)
       {

           if (Name == "All")
           {

               foreach (TVParticleSystem s in Particle)
               {

                   s.Update();

               }
           }
           else
           {
               foreach (TVParticleSystem s in Particle)
               {
                   if (s.GetName() == Name)
                   {
                       s.Update();
                       break;
                   }
               }

           }
       }

       public TV_3DVECTOR GetEmmiterPosition(string Name,int emmiter)
       {
           TV_3DVECTOR r = new TV_3DVECTOR(0, 0, 0);

           foreach (TVParticleSystem part in Particle)
           {
               if (part.GetName() == Name)
               {

                   r = part.GetEmitterPosition(emmiter);
                   break;
               }

           }
           return r;
       }


       public void SetEmmiterPosition(string Name,TV_3DVECTOR P,int emmiter)
       {
           foreach (TVParticleSystem part in Particle)
           {
               if (part.GetName() == Name)
               {

                   part.SetEmitterPosition(emmiter, P);
                   break;
               }

           }

       }

       public void MoveEmitter(string Name, TV_3DVECTOR P, int emmiter)
       {
           foreach (TVParticleSystem part in Particle)
           {
               if (part.GetName() == Name)
               {
                   part.MoveEmitter(emmiter, P);
                   break;
               }

           }

       }

       public TV_3DVECTOR GetEmmiterDirection(string Name, int emmiter)
       {

           TV_3DVECTOR r = new TV_3DVECTOR(0, 0, 0);

           foreach (TVParticleSystem part in Particle)
           {
               if (part.GetName() == Name)
               {

                   r = part.GetEmitterDirection(emmiter);
                   break;
               }

           }
           return r;
       }

       public void SetEmmiterDirection(string Name, TV_3DVECTOR s,int emitter)
       {
           foreach (TVParticleSystem part in Particle)
           {
               if (part.GetName() == Name)
               {

                   part.SetEmitterDirection(emitter, true, s, new TV_3DVECTOR(0, 0, 0));
                   break;
               }

           }

       }

       public void AttachToActor(string Name,int IDActor,int Emitter)
       {
           foreach (TVParticleSystem p in Particle)
           {
               if (p.GetName() == Name)
               {
                   p.AttachTo(Emitter, CONST_TV_NODETYPE.TV_NODETYPE_ACTOR, IDActor, 1);

               }

           }

       }

       public void Loop(string Name, int emitter, bool b)
       {
           foreach (TVParticleSystem part in Particle)
           {
               if (part.GetName() == Name)
               {

                   
                   break;
               }

           }

       }

    }
}

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License

This article, along with any associated source code and files, is licensed under The Common Public License Version 1.0 (CPL)


Written By
Software Developer
Croatia Croatia
Programer

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