TinyLifeWeb/docs/api/TinyLife.Objects.Particle.yml

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### YamlMime:ManagedReference
items:
- uid: TinyLife.Objects.Particle
commentId: T:TinyLife.Objects.Particle
id: Particle
parent: TinyLife.Objects
children:
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- TinyLife.Objects.Particle.#ctor(MLEM.Animations.SpriteAnimation,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)
- TinyLife.Objects.Particle.#ctor(MLEM.Textures.TextureRegion,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)
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- TinyLife.Objects.Particle.Alpha
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- TinyLife.Objects.Particle.AmbientFallingLeaves
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- TinyLife.Objects.Particle.Animation
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- TinyLife.Objects.Particle.Color
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- TinyLife.Objects.Particle.DeathAnimation
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- TinyLife.Objects.Particle.DepthOffset
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- TinyLife.Objects.Particle.DepthPosOffset
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- TinyLife.Objects.Particle.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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- TinyLife.Objects.Particle.Floor
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- TinyLife.Objects.Particle.ForceOutside
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- TinyLife.Objects.Particle.Friction
- TinyLife.Objects.Particle.Gravity
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- TinyLife.Objects.Particle.IgnoreParentDrawPos
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- TinyLife.Objects.Particle.LifeAnimation
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- TinyLife.Objects.Particle.Light
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- TinyLife.Objects.Particle.Map
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- TinyLife.Objects.Particle.Motion
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- TinyLife.Objects.Particle.OnAdded
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- TinyLife.Objects.Particle.OnParticleUpdate
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- TinyLife.Objects.Particle.OnRemoved
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- TinyLife.Objects.Particle.OnUpdate
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- TinyLife.Objects.Particle.ParentInfo
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- TinyLife.Objects.Particle.Position
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- TinyLife.Objects.Particle.Random
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- TinyLife.Objects.Particle.Remove
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- TinyLife.Objects.Particle.Scale
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- TinyLife.Objects.Particle.ScreenPosOffset
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- TinyLife.Objects.Particle.Spawn(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{Microsoft.Xna.Framework.Vector2,TinyLife.Objects.Particle})
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- TinyLife.Objects.Particle.SpawnAnimation
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- TinyLife.Objects.Particle.SpriteEffects
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- TinyLife.Objects.Particle.TimeLived
- TinyLife.Objects.Particle.TimeToLive
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- TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
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- TinyLife.Objects.Particle.UpdateWhenPaused
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- TinyLife.Objects.Particle.VisualMotion
- TinyLife.Objects.Particle.VisualWorldOffset
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langs:
- csharp
- vb
name: Particle
nameWithType: Particle
fullName: TinyLife.Objects.Particle
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
A particle is a <xref href="MLEM.Animations.SpriteAnimation" data-throw-if-not-resolved="false"></xref> that can be moved and displayed in world space.
A particle is simply a <xref href="TinyLife.Objects.MapObject" data-throw-if-not-resolved="false"></xref> that does not collide or interact directly with the world, but has all of the same properties.
A new particle can be added for display using <xref href="TinyLife.Objects.Particle.Spawn(TinyLife.World.Map%2cMicrosoft.Xna.Framework.Vector2%2cSystem.Func%7bMicrosoft.Xna.Framework.Vector2%2cTinyLife.Objects.Particle%7d)" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: public class Particle
content.vb: Public Class Particle
inheritance:
- System.Object
inheritedMembers:
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods:
- TinyLife.Objects.Particle.TinyLife.Utilities.Extensions.JsonCopy``1
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- uid: TinyLife.Objects.Particle.AmbientFallingLeaves
commentId: F:TinyLife.Objects.Particle.AmbientFallingLeaves
id: AmbientFallingLeaves
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: AmbientFallingLeaves
nameWithType: Particle.AmbientFallingLeaves
fullName: TinyLife.Objects.Particle.AmbientFallingLeaves
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
A set of conditions for <xref href="TinyLife.Objects.FurnitureType" data-throw-if-not-resolved="false"></xref> instances that should optionally display the falling leaves particles that default trees do.
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The minimum and maximum spawn heights and horizontal coordinates are in relation to the furniture's position in the world, with all offsets being multiplied by <xref href="TinyLife.Utilities.TextureHandler.TileWidth" data-throw-if-not-resolved="false"></xref> or <xref href="TinyLife.Utilities.TextureHandler.TileHeight" data-throw-if-not-resolved="false"></xref>.
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To add additional furniture that displays falling leaves, simply add to this collection.
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example: []
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syntax:
content: public static readonly Dictionary<FurnitureType, (float MinSpawnHeight, float MaxSpawnHeight, float MinSpawnX, float MaxSpawnX, float Chance)> AmbientFallingLeaves
return:
type: System.Collections.Generic.Dictionary{TinyLife.Objects.FurnitureType,System.ValueTuple{System.Single,System.Single,System.Single,System.Single,System.Single}}
content.vb: Public Shared ReadOnly AmbientFallingLeaves As Dictionary(Of FurnitureType, (MinSpawnHeight As Single, MaxSpawnHeight As Single, MinSpawnX As Single, MaxSpawnX As Single, Chance As Single))
- uid: TinyLife.Objects.Particle.OnParticleUpdate
commentId: E:TinyLife.Objects.Particle.OnParticleUpdate
id: OnParticleUpdate
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: OnParticleUpdate
nameWithType: Particle.OnParticleUpdate
fullName: TinyLife.Objects.Particle.OnParticleUpdate
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: An event that is raised when a <xref href="TinyLife.Objects.Particle" data-throw-if-not-resolved="false"></xref> is updated in <xref href="TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime%2cSystem.TimeSpan%2cSystem.Single)" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
content: public static event ObjectUpdateDelegate<Particle> OnParticleUpdate
return:
type: TinyLife.World.ObjectUpdateDelegate{TinyLife.Objects.Particle}
content.vb: Public Shared Event OnParticleUpdate As ObjectUpdateDelegate(Of Particle)
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- uid: TinyLife.Objects.Particle.Random
commentId: F:TinyLife.Objects.Particle.Random
id: Random
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Random
nameWithType: Particle.Random
fullName: TinyLife.Objects.Particle.Random
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The random instance that is used for all particle-related random operations.
example: []
syntax:
content: protected static readonly Random Random
return:
type: System.Random
content.vb: Protected Shared ReadOnly Random As Random
- uid: TinyLife.Objects.Particle.Map
commentId: P:TinyLife.Objects.Particle.Map
id: Map
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Map
nameWithType: Particle.Map
fullName: TinyLife.Objects.Particle.Map
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The map that the game is currently on. This always returns <xref href="TinyLife.GameImpl.CurrentMap" data-throw-if-not-resolved="false"></xref>.
example: []
syntax:
content: protected static Map Map { get; }
parameters: []
return:
type: TinyLife.World.Map
content.vb: Protected Shared ReadOnly Property Map As Map
overload: TinyLife.Objects.Particle.Map*
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- uid: TinyLife.Objects.Particle.Friction
commentId: F:TinyLife.Objects.Particle.Friction
id: Friction
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Friction
nameWithType: Particle.Friction
fullName: TinyLife.Objects.Particle.Friction
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The friction that is applied to this particle's <xref href="TinyLife.Objects.Particle.Motion" data-throw-if-not-resolved="false"></xref> every <xref href="TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime%2cSystem.TimeSpan%2cSystem.Single)" data-throw-if-not-resolved="false"></xref> frame
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example: []
syntax:
content: public Vector2 Friction
return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public Friction As Vector2
- uid: TinyLife.Objects.Particle.TimeToLive
commentId: F:TinyLife.Objects.Particle.TimeToLive
id: TimeToLive
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: TimeToLive
nameWithType: Particle.TimeToLive
fullName: TinyLife.Objects.Particle.TimeToLive
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The amount of real time that this particle should stay alive for until it disappears
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example: []
syntax:
content: public TimeSpan TimeToLive
return:
type: System.TimeSpan
content.vb: Public TimeToLive As TimeSpan
- uid: TinyLife.Objects.Particle.Position
commentId: F:TinyLife.Objects.Particle.Position
id: Position
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Position
nameWithType: Particle.Position
fullName: TinyLife.Objects.Particle.Position
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The position in the world of this particle
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example: []
syntax:
content: public Vector2 Position
return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public Position As Vector2
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- uid: TinyLife.Objects.Particle.Floor
commentId: F:TinyLife.Objects.Particle.Floor
id: Floor
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Floor
nameWithType: Particle.Floor
fullName: TinyLife.Objects.Particle.Floor
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The floor that this particle is on.
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example: []
syntax:
content: public float Floor
return:
type: System.Single
content.vb: Public Floor As Single
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- uid: TinyLife.Objects.Particle.Motion
commentId: F:TinyLife.Objects.Particle.Motion
id: Motion
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Motion
nameWithType: Particle.Motion
fullName: TinyLife.Objects.Particle.Motion
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The amount that this particle's <xref href="TinyLife.Objects.Particle.Position" data-throw-if-not-resolved="false"></xref> is modified by each <xref href="TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime%2cSystem.TimeSpan%2cSystem.Single)" data-throw-if-not-resolved="false"></xref> frame
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example: []
syntax:
content: public Vector2 Motion
return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public Motion As Vector2
- uid: TinyLife.Objects.Particle.DepthOffset
commentId: F:TinyLife.Objects.Particle.DepthOffset
id: DepthOffset
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: DepthOffset
nameWithType: Particle.DepthOffset
fullName: TinyLife.Objects.Particle.DepthOffset
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: A value that is passed to <xref href="TinyLife.World.Map.GetDepth(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> as the depth offset when the particle's depth is calculated.
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example: []
syntax:
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content: public float DepthOffset
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return:
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type: System.Single
content.vb: Public DepthOffset As Single
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- uid: TinyLife.Objects.Particle.Gravity
commentId: F:TinyLife.Objects.Particle.Gravity
id: Gravity
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Gravity
nameWithType: Particle.Gravity
fullName: TinyLife.Objects.Particle.Gravity
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The particle's gravity, which determines how much its <xref href="TinyLife.Objects.Particle.VisualMotion" data-throw-if-not-resolved="false"></xref> is affected every <xref href="TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime%2cSystem.TimeSpan%2cSystem.Single)" data-throw-if-not-resolved="false"></xref> frame. Defaults to 0.
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example: []
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syntax:
content: public float Gravity
return:
type: System.Single
content.vb: Public Gravity As Single
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- uid: TinyLife.Objects.Particle.VisualMotion
commentId: F:TinyLife.Objects.Particle.VisualMotion
id: VisualMotion
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: VisualMotion
nameWithType: Particle.VisualMotion
fullName: TinyLife.Objects.Particle.VisualMotion
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type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
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The motion that this particle's <xref href="TinyLife.Objects.Particle.VisualWorldOffset" data-throw-if-not-resolved="false"></xref> is moved by every update frame.
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If <xref href="TinyLife.Objects.Particle.Gravity" data-throw-if-not-resolved="false"></xref> is set, this value is modified every update frame as well.
This value is not affected by <xref href="TinyLife.Objects.Particle.Friction" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
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content: public Vector2 VisualMotion
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public VisualMotion As Vector2
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- uid: TinyLife.Objects.Particle.ScreenPosOffset
commentId: F:TinyLife.Objects.Particle.ScreenPosOffset
id: ScreenPosOffset
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: ScreenPosOffset
nameWithType: Particle.ScreenPosOffset
fullName: TinyLife.Objects.Particle.ScreenPosOffset
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type: Field
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assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
An offset from this particle's screen-space draw position, also in screen space.
This is added to the final draw position in <xref href="TinyLife.Objects.Particle.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>, after <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> has already been called.
example: []
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syntax:
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content: public Vector2 ScreenPosOffset
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return:
type: Microsoft.Xna.Framework.Vector2
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content.vb: Public ScreenPosOffset As Vector2
- uid: TinyLife.Objects.Particle.VisualWorldOffset
commentId: F:TinyLife.Objects.Particle.VisualWorldOffset
id: VisualWorldOffset
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: VisualWorldOffset
nameWithType: Particle.VisualWorldOffset
fullName: TinyLife.Objects.Particle.VisualWorldOffset
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type: Field
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assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
An offset from this particle's world-space draw position, also in world space.
This is translated to screen space using <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> and added to the final draw position in <xref href="TinyLife.Objects.Particle.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>.
example: []
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syntax:
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content: public Vector2 VisualWorldOffset
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public VisualWorldOffset As Vector2
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- uid: TinyLife.Objects.Particle.DepthPosOffset
commentId: F:TinyLife.Objects.Particle.DepthPosOffset
id: DepthPosOffset
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: DepthPosOffset
nameWithType: Particle.DepthPosOffset
fullName: TinyLife.Objects.Particle.DepthPosOffset
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: An offset that is applied to this particle's <xref href="TinyLife.Objects.Particle.Position" data-throw-if-not-resolved="false"></xref>, in world space, for depth calculations.
example: []
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syntax:
content: public Vector2 DepthPosOffset
return:
type: Microsoft.Xna.Framework.Vector2
content.vb: Public DepthPosOffset As Vector2
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- uid: TinyLife.Objects.Particle.ParentInfo
commentId: F:TinyLife.Objects.Particle.ParentInfo
id: ParentInfo
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: ParentInfo
nameWithType: Particle.ParentInfo
fullName: TinyLife.Objects.Particle.ParentInfo
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: A <xref href="TinyLife.Objects.Particle.ParentInfo" data-throw-if-not-resolved="false"></xref> that contains the object that this particle should be rendered in relation to.
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example: []
syntax:
content: public ParentInfo ParentInfo
return:
type: TinyLife.Objects.ParentInfo
content.vb: Public ParentInfo As ParentInfo
- uid: TinyLife.Objects.Particle.IgnoreParentDrawPos
commentId: F:TinyLife.Objects.Particle.IgnoreParentDrawPos
id: IgnoreParentDrawPos
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: IgnoreParentDrawPos
nameWithType: Particle.IgnoreParentDrawPos
fullName: TinyLife.Objects.Particle.IgnoreParentDrawPos
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: This value indicates whether the visual position of the <xref href="TinyLife.Objects.Particle.ParentInfo" data-throw-if-not-resolved="false"></xref> should be ignored when drawing.
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example: []
syntax:
content: public bool IgnoreParentDrawPos
return:
type: System.Boolean
content.vb: Public IgnoreParentDrawPos As Boolean
- uid: TinyLife.Objects.Particle.UpdateWhenPaused
commentId: F:TinyLife.Objects.Particle.UpdateWhenPaused
id: UpdateWhenPaused
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: UpdateWhenPaused
nameWithType: Particle.UpdateWhenPaused
fullName: TinyLife.Objects.Particle.UpdateWhenPaused
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type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
This value indicates whether this particle's <xref href="TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime%2cSystem.TimeSpan%2cSystem.Single)" data-throw-if-not-resolved="false"></xref> method should still be called when the game is paused.
This should be set to true when spawning particles in build mode, as the game is paused during that time.
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example: []
syntax:
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content: public bool UpdateWhenPaused
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return:
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type: System.Boolean
content.vb: Public UpdateWhenPaused As Boolean
- uid: TinyLife.Objects.Particle.Color
commentId: F:TinyLife.Objects.Particle.Color
id: Color
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Color
nameWithType: Particle.Color
fullName: TinyLife.Objects.Particle.Color
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The color to render this particle with, or <xref href="Microsoft.Xna.Framework.Color.White" data-throw-if-not-resolved="false"></xref> by default.
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example: []
syntax:
content: public Color Color
return:
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type: Microsoft.Xna.Framework.Color
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content.vb: Public Color As Color
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- uid: TinyLife.Objects.Particle.SpriteEffects
commentId: F:TinyLife.Objects.Particle.SpriteEffects
id: SpriteEffects
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: SpriteEffects
nameWithType: Particle.SpriteEffects
fullName: TinyLife.Objects.Particle.SpriteEffects
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The <xref href="TinyLife.Objects.Particle.SpriteEffects" data-throw-if-not-resolved="false"></xref> that should be applied when drawing this particle.
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example: []
syntax:
content: public SpriteEffects SpriteEffects
return:
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type: Microsoft.Xna.Framework.Graphics.SpriteEffects
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content.vb: Public SpriteEffects As SpriteEffects
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- uid: TinyLife.Objects.Particle.ForceOutside
commentId: F:TinyLife.Objects.Particle.ForceOutside
id: ForceOutside
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: ForceOutside
nameWithType: Particle.ForceOutside
fullName: TinyLife.Objects.Particle.ForceOutside
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
Whether this particle should always be displayed as if it were outside (rather than in the room its <xref href="TinyLife.Objects.Particle.Position" data-throw-if-not-resolved="false"></xref> is in).
This field is used for particles like chimney smoke, which always draw above the room on the outside.
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example: []
syntax:
content: public bool ForceOutside
return:
type: System.Boolean
content.vb: Public ForceOutside As Boolean
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- uid: TinyLife.Objects.Particle.OnUpdate
commentId: F:TinyLife.Objects.Particle.OnUpdate
id: OnUpdate
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: OnUpdate
nameWithType: Particle.OnUpdate
fullName: TinyLife.Objects.Particle.OnUpdate
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
An event that is raised when this particle is updated in <xref href="TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime%2cSystem.TimeSpan%2cSystem.Single)" data-throw-if-not-resolved="false"></xref>.
Note that <xref href="TinyLife.Objects.Particle.OnParticleUpdate" data-throw-if-not-resolved="false"></xref> is invoked for all particles, whereas this event is just invoked for this particle.
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example: []
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syntax:
content: public ObjectUpdateDelegateNoPhase<Particle> OnUpdate
return:
type: TinyLife.World.ObjectUpdateDelegateNoPhase{TinyLife.Objects.Particle}
content.vb: Public OnUpdate As ObjectUpdateDelegateNoPhase(Of Particle)
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- uid: TinyLife.Objects.Particle.Light
commentId: F:TinyLife.Objects.Particle.Light
id: Light
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Light
nameWithType: Particle.Light
fullName: TinyLife.Objects.Particle.Light
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
The light that this particle should display, which is automatically added and removed from the <xref href="TinyLife.Objects.Particle.Map" data-throw-if-not-resolved="false"></xref>.
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The light's <xref href="TinyLife.Objects.Light.Scale" data-throw-if-not-resolved="false"></xref> and <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref> will be set automatically based on this particle.
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example: []
syntax:
content: public Light Light
return:
type: TinyLife.Objects.Light
content.vb: Public Light As Light
- uid: TinyLife.Objects.Particle.Scale
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commentId: F:TinyLife.Objects.Particle.Scale
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id: Scale
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Scale
nameWithType: Particle.Scale
fullName: TinyLife.Objects.Particle.Scale
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type: Field
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assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The scale that this particle should display with.
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example: []
syntax:
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content: public float Scale
return:
type: System.Single
content.vb: Public Scale As Single
- uid: TinyLife.Objects.Particle.Alpha
commentId: F:TinyLife.Objects.Particle.Alpha
id: Alpha
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Alpha
nameWithType: Particle.Alpha
fullName: TinyLife.Objects.Particle.Alpha
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The alpha that this particle should draw with.
example: []
syntax:
content: public float Alpha
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return:
type: System.Single
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content.vb: Public Alpha As Single
- uid: TinyLife.Objects.Particle.LifeAnimation
commentId: F:TinyLife.Objects.Particle.LifeAnimation
id: LifeAnimation
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: LifeAnimation
nameWithType: Particle.LifeAnimation
fullName: TinyLife.Objects.Particle.LifeAnimation
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: An action that can be used to animate any part of the particle over its lifespan. The passed <xref href="System.Single" data-throw-if-not-resolved="false"></xref> is the percentage of the particle's lifespan that has passed.
example: []
syntax:
content: public Action<Particle, float> LifeAnimation
return:
type: System.Action{TinyLife.Objects.Particle,System.Single}
content.vb: Public LifeAnimation As Action(Of Particle, Single)
- uid: TinyLife.Objects.Particle.SpawnAnimation
commentId: F:TinyLife.Objects.Particle.SpawnAnimation
id: SpawnAnimation
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: SpawnAnimation
nameWithType: Particle.SpawnAnimation
fullName: TinyLife.Objects.Particle.SpawnAnimation
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: An action that can be used to animate any part of the particle over the first part of its lifespan. The passed <xref href="System.Single" data-throw-if-not-resolved="false"></xref> is the percentage of the given <xref href="System.TimeSpan" data-throw-if-not-resolved="false"></xref> that has passed.
example: []
syntax:
content: public (TimeSpan, Action<Particle, float>) SpawnAnimation
return:
type: System.ValueTuple{System.TimeSpan,System.Action{TinyLife.Objects.Particle,System.Single}}
content.vb: Public SpawnAnimation As (TimeSpan, Action(Of Particle, Single))
- uid: TinyLife.Objects.Particle.DeathAnimation
commentId: F:TinyLife.Objects.Particle.DeathAnimation
id: DeathAnimation
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: DeathAnimation
nameWithType: Particle.DeathAnimation
fullName: TinyLife.Objects.Particle.DeathAnimation
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: An action that can be used to animate any part of the particle over the last part of its lifespan. The passed <xref href="System.Single" data-throw-if-not-resolved="false"></xref> is the percentage of the given <xref href="System.TimeSpan" data-throw-if-not-resolved="false"></xref> that has passed, where the end of the timespan marks the despawning of the particle.
example: []
syntax:
content: public (TimeSpan, Action<Particle, float>) DeathAnimation
return:
type: System.ValueTuple{System.TimeSpan,System.Action{TinyLife.Objects.Particle,System.Single}}
content.vb: Public DeathAnimation As (TimeSpan, Action(Of Particle, Single))
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- uid: TinyLife.Objects.Particle.Animation
commentId: F:TinyLife.Objects.Particle.Animation
id: Animation
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Animation
nameWithType: Particle.Animation
fullName: TinyLife.Objects.Particle.Animation
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The <xref href="MLEM.Animations.SpriteAnimation" data-throw-if-not-resolved="false"></xref> that this particle displays over its lifespan
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example: []
syntax:
content: protected readonly SpriteAnimation Animation
return:
type: MLEM.Animations.SpriteAnimation
content.vb: Protected ReadOnly Animation As SpriteAnimation
- uid: TinyLife.Objects.Particle.TimeLived
commentId: F:TinyLife.Objects.Particle.TimeLived
id: TimeLived
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: TimeLived
nameWithType: Particle.TimeLived
fullName: TinyLife.Objects.Particle.TimeLived
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
The amount of real time that this particle has lived for.
This time span will always be lower than or equal to <xref href="TinyLife.Objects.Particle.TimeToLive" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: protected TimeSpan TimeLived
return:
type: System.TimeSpan
content.vb: Protected TimeLived As TimeSpan
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- uid: TinyLife.Objects.Particle.#ctor(MLEM.Textures.TextureRegion,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)
commentId: M:TinyLife.Objects.Particle.#ctor(MLEM.Textures.TextureRegion,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)
id: '#ctor(MLEM.Textures.TextureRegion,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)'
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: Particle(TextureRegion, TimeSpan, Vector2, float)
nameWithType: Particle.Particle(TextureRegion, TimeSpan, Vector2, float)
fullName: TinyLife.Objects.Particle.Particle(MLEM.Textures.TextureRegion, System.TimeSpan, Microsoft.Xna.Framework.Vector2, float)
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type: Constructor
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: Creates a new particle with the given settings
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example: []
syntax:
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content: public Particle(TextureRegion region, TimeSpan timeToLive, Vector2 position, float floor)
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parameters:
- id: region
type: MLEM.Textures.TextureRegion
description: The texture that this particle should display with
- id: timeToLive
type: System.TimeSpan
description: The amount of real time that this particle should stay alive for
- id: position
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type: Microsoft.Xna.Framework.Vector2
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description: The position that this particle should have, in world space
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- id: floor
type: System.Single
description: The floor that this particle is on.
content.vb: Public Sub New(region As TextureRegion, timeToLive As TimeSpan, position As Vector2, floor As Single)
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overload: TinyLife.Objects.Particle.#ctor*
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nameWithType.vb: Particle.New(TextureRegion, TimeSpan, Vector2, Single)
fullName.vb: TinyLife.Objects.Particle.New(MLEM.Textures.TextureRegion, System.TimeSpan, Microsoft.Xna.Framework.Vector2, Single)
name.vb: New(TextureRegion, TimeSpan, Vector2, Single)
- uid: TinyLife.Objects.Particle.#ctor(MLEM.Animations.SpriteAnimation,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)
commentId: M:TinyLife.Objects.Particle.#ctor(MLEM.Animations.SpriteAnimation,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)
id: '#ctor(MLEM.Animations.SpriteAnimation,System.TimeSpan,Microsoft.Xna.Framework.Vector2,System.Single)'
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: Particle(SpriteAnimation, TimeSpan, Vector2, float)
nameWithType: Particle.Particle(SpriteAnimation, TimeSpan, Vector2, float)
fullName: TinyLife.Objects.Particle.Particle(MLEM.Animations.SpriteAnimation, System.TimeSpan, Microsoft.Xna.Framework.Vector2, float)
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type: Constructor
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: Creates a new particle with the given settings
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example: []
syntax:
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content: public Particle(SpriteAnimation animation, TimeSpan timeToLive, Vector2 position, float floor)
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parameters:
- id: animation
type: MLEM.Animations.SpriteAnimation
description: The animation that this particle should display with
- id: timeToLive
type: System.TimeSpan
description: The amount of real time that this particle should stay alive for
- id: position
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type: Microsoft.Xna.Framework.Vector2
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description: The position that this particle should have, in world space
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- id: floor
type: System.Single
description: The floor that this particle is on.
content.vb: Public Sub New(animation As SpriteAnimation, timeToLive As TimeSpan, position As Vector2, floor As Single)
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overload: TinyLife.Objects.Particle.#ctor*
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nameWithType.vb: Particle.New(SpriteAnimation, TimeSpan, Vector2, Single)
fullName.vb: TinyLife.Objects.Particle.New(MLEM.Animations.SpriteAnimation, System.TimeSpan, Microsoft.Xna.Framework.Vector2, Single)
name.vb: New(SpriteAnimation, TimeSpan, Vector2, Single)
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- uid: TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
commentId: M:TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
id: Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: Update(GameTime, TimeSpan, float)
nameWithType: Particle.Update(GameTime, TimeSpan, float)
fullName: TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime, System.TimeSpan, float)
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type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The update method, which is called every update frame by the underlying <xref href="TinyLife.Objects.Particle.Map" data-throw-if-not-resolved="false"></xref>
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example: []
syntax:
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content: public virtual void Update(GameTime time, TimeSpan passedInGame, float speedMultiplier)
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parameters:
- id: time
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type: Microsoft.Xna.Framework.GameTime
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description: The game's time
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- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed since the last call
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- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by <xref href="TinyLife.GameImpl.Speed" data-throw-if-not-resolved="false"></xref>
content.vb: Public Overridable Sub Update(time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single)
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overload: TinyLife.Objects.Particle.Update*
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nameWithType.vb: Particle.Update(GameTime, TimeSpan, Single)
fullName.vb: TinyLife.Objects.Particle.Update(Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single)
name.vb: Update(GameTime, TimeSpan, Single)
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- uid: TinyLife.Objects.Particle.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
commentId: M:TinyLife.Objects.Particle.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
id: Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Draw(GameTime, SpriteBatch)
nameWithType: Particle.Draw(GameTime, SpriteBatch)
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fullName: TinyLife.Objects.Particle.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch)
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type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: Draws this particle on the current <xref href="TinyLife.Objects.Particle.Map" data-throw-if-not-resolved="false"></xref>, at the current <xref href="TinyLife.Objects.Particle.Position" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: public virtual void Draw(GameTime time, SpriteBatch batch)
parameters:
- id: time
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type: Microsoft.Xna.Framework.GameTime
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description: The current time
- id: batch
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type: Microsoft.Xna.Framework.Graphics.SpriteBatch
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description: The sprite batch to use for drawing
content.vb: Public Overridable Sub Draw(time As GameTime, batch As SpriteBatch)
overload: TinyLife.Objects.Particle.Draw*
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- uid: TinyLife.Objects.Particle.Remove
commentId: M:TinyLife.Objects.Particle.Remove
id: Remove
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: Remove()
nameWithType: Particle.Remove()
fullName: TinyLife.Objects.Particle.Remove()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: Removes this particle from the list of particles and calls its <xref href="TinyLife.Objects.Particle.OnRemoved" data-throw-if-not-resolved="false"></xref> method.
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example: []
syntax:
content: public void Remove()
content.vb: Public Sub Remove()
overload: TinyLife.Objects.Particle.Remove*
- uid: TinyLife.Objects.Particle.OnRemoved
commentId: M:TinyLife.Objects.Particle.OnRemoved
id: OnRemoved
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: OnRemoved()
nameWithType: Particle.OnRemoved()
fullName: TinyLife.Objects.Particle.OnRemoved()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: This method is called when a particle is removed in <xref href="TinyLife.Objects.Particle.Remove" data-throw-if-not-resolved="false"></xref>, or when the camera rotation or viewed map changes.
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example: []
syntax:
content: protected virtual void OnRemoved()
content.vb: Protected Overridable Sub OnRemoved()
overload: TinyLife.Objects.Particle.OnRemoved*
- uid: TinyLife.Objects.Particle.OnAdded
commentId: M:TinyLife.Objects.Particle.OnAdded
id: OnAdded
parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
name: OnAdded()
nameWithType: Particle.OnAdded()
fullName: TinyLife.Objects.Particle.OnAdded()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: This method is called when a particle is successfully spawned in <xref href="TinyLife.Objects.Particle.Spawn(TinyLife.World.Map%2cMicrosoft.Xna.Framework.Vector2%2cSystem.Func%7bMicrosoft.Xna.Framework.Vector2%2cTinyLife.Objects.Particle%7d)" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: protected virtual void OnAdded()
content.vb: Protected Overridable Sub OnAdded()
overload: TinyLife.Objects.Particle.OnAdded*
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- uid: TinyLife.Objects.Particle.Spawn(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{Microsoft.Xna.Framework.Vector2,TinyLife.Objects.Particle})
commentId: M:TinyLife.Objects.Particle.Spawn(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{Microsoft.Xna.Framework.Vector2,TinyLife.Objects.Particle})
id: Spawn(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{Microsoft.Xna.Framework.Vector2,TinyLife.Objects.Particle})
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parent: TinyLife.Objects.Particle
langs:
- csharp
- vb
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name: Spawn(Map, Vector2, Func<Vector2, Particle>)
nameWithType: Particle.Spawn(Map, Vector2, Func<Vector2, Particle>)
fullName: TinyLife.Objects.Particle.Spawn(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func<Microsoft.Xna.Framework.Vector2, TinyLife.Objects.Particle>)
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type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
Spawns a new particle with the given settings.
The particle is only spawned if the resulting display position would currently be visible for the <xref href="TinyLife.GameImpl.Camera" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
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content: public static void Spawn(Map map, Vector2 position, Func<Vector2, Particle> particleFunction)
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parameters:
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- id: map
type: TinyLife.World.Map
description: The map to spawn on.
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- id: position
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type: Microsoft.Xna.Framework.Vector2
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description: The position in world space that the particle should be spawned at.
- id: particleFunction
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type: System.Func{Microsoft.Xna.Framework.Vector2,TinyLife.Objects.Particle}
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description: A function that is invoked if the particle can be spawned.
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content.vb: Public Shared Sub Spawn(map As Map, position As Vector2, particleFunction As Func(Of Vector2, Particle))
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overload: TinyLife.Objects.Particle.Spawn*
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nameWithType.vb: Particle.Spawn(Map, Vector2, Func(Of Vector2, Particle))
fullName.vb: TinyLife.Objects.Particle.Spawn(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func(Of Microsoft.Xna.Framework.Vector2, TinyLife.Objects.Particle))
name.vb: Spawn(Map, Vector2, Func(Of Vector2, Particle))
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