55 virtual void SetOutput(
const float output) { m_output = output; }
79 float m_leftoverParticles;
81 int m_particlesPerSecond;
The source of output for a particle effect.
Definition: Emitter.h:18
virtual void SetTemplate(ParticleTemplate *pTemplate)
Sets the template that the particles will use to update and for initialization.
Definition: Emitter.h:66
Contains timing values for game updates and rendering.
Definition: GameTime.h:17
Manages the active particles in a particle system.
Definition: ParticleManager.h:18
Emitter(ParticleManager *pManager)
Instantiate a particle emitter object.
Definition: Emitter.cpp:16
Base class for particle templates which are used to control the updating of a corresponding particle ...
Definition: ParticleTemplate.h:17
Defines a vector with 2 components (x and y). This is additional information...
Definition: Vector2.h:18
virtual void SetOutput(const float output)
Sets the output percentage for the emitter.
Definition: Emitter.h:55
virtual void Update(const GameTime *pGameTime)
Called when the game has determined that game logic needs to be processed.
Definition: Emitter.cpp:32
virtual void SetPosition(const Vector2 position)
Sets the position of the emitter.
Definition: Emitter.cpp:54
virtual void SetParticlesPerSecond(float particlesPerSecond)
Sets the number of particles that will be emitted per second, when the output is set to one...
Definition: Emitter.h:72
Katana Engine is a library of classes, interfaces, and value types that provides a foundation for dev...
Definition: Animation.cpp:14