Before we can start using our particle system, some basic setting up is in order. First, since the particle system is dependent on both states and map loading, their relationship must be set up inside the main Game
class like so:
void Game::SetUpStates() { ... m_stateManager->AddDependent(m_particles.get()); ... } void Game::SetUpClasses() { ... m_gameMap.AddLoadee(m_particles.get()); }
Next, let's build an actual type of particle that will be used inside the main menu to make it look spectacular:
Name MenuFlame PointPosition SizeRange 32 8 |ColorRange 255 255 0 100 0 255 255 0 RandomColor 100 255 100 255 100 255 RandomLifespan 6 6 RandomVelocity -10 10 -50 -80 5 10 RotationRange 0 45 Texture Flame Properties 0 1
All of these generator parameters have already been covered, so if this format looks questionable, it may be prudent to review the generator section once again.
Let us add all of these spectacular visuals to the menu state...