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MonoGame Pixi Particles

A particle system for the MonoGame library, ported to C# from Pixi-Particles

Original system made by CloudKid

Also, see the interactive particle editor to design and preview custom particle emitters.

Alt text

Basic Usage

In load

particleTexture1 = Content.Load<Texture2D>("particle");
particleTexture2 = Content.Load<Texture2D>("fire");

particleContainer = new Container();
var config = new EmitterConfig(LoadJSON("./Content/emitter.json"));

particleEmitter = new Emitter(particleContainer, new TextureRegion2D[] {
    new TextureRegion2D(particleTexture1),
    new TextureRegion2D(particleTexture2)},
    config);

var x = Window.ClientBounds.Width * 0.5f;
var y = Window.ClientBounds.Height - 20f;

particleEmitter.UpdateOwnerPos(x, y);
particleEmitter.Emit = true;

In draw

var particles = particleContainer.Children;

spriteBatch.Begin();
for (int i = 0; i < particles.Count; i++)
{
    var particle = (Sprite)particles[i];

    if (GraphicsDevice.BlendState != particle.Material.blendState)
        GraphicsDevice.BlendState = particle.Material.blendState;

    Vector2 origin = new Vector2(particle.TextureRegion.Size.X * particle.Anchor.X - particle.TextureRegion.Trim.X,
        particle.TextureRegion.Size.Y * particle.Anchor.Y - particle.TextureRegion.Trim.Y);

    spriteBatch.Draw(
        particle.TextureRegion.BaseTexture,
        particle.Position,
        particle.TextureRegion.Frame,
        particle.Tint * (particle.Alpha * particleContainer.Alpha),
        particle.Rotation,
        origin,
        particle.Scale,
        SpriteEffects.None,
        0
    );
}
spriteBatch.End();

Documentation

Original docs should be fine for reference, just use PascalCase instead of camelCase where appropriate.

https://pixijs.io/particle-emitter/docs/

License

Copyright (c) 2019 Playerthree

Released under the MIT License.