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📄 readme.txt

📁 简单的消防演示 简单的消防演示
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Project Name: Fire Demo - Simple
Version: 1.1
Compiler: Bloodshed Dev-C++ ver:4.9.8.7b
Credits:
>Dustin Davis @ www.programmers-unlimited.com
>Jeff Molofe (NeHe) @ nehe.gamedev.net
>www.gametutorials.com
>The People @ www.gamedev.net

Various copious sections of this program's code was copied from the credits mentioned above; please visit their site as they have helped not only me but countless amounts of people with their dedication to programming.


Options Dialog Box Configuration Notes:

Particle Count = Stipulates the number of particles that are allocated for the particle generator to use.  This amount can be either decreased for increased performance or augmented for a much "richer" effect to a point.

Particle Speed = A modifer that governs how fast a particle moves depending on the direction specified in the particular demo.  Note that the effect may become something entirely new if this value is varied too much.

Top X Pos = The upper left hand corner of the particle "limit" rectangle created by the user along the x-axis.

Top Y Pos = The upper left hand corner of the particle "limit" rectangle created by the user along the y-axis.

Bottom X Pos = The lower right hand corner of the particle "limit" rectangle created by the user along the x-axis.

Bottom Y Pos = The lower right hand corner of the particle "limit" rectangle created by the user along the y-axis.

Fade Speed = The speed at which a particle in the particle generator fades.

Point Speed = The speed at which a particle travels from its place of origin to the top middle portion of the rendering rectangle.  Note that if a higher number is stipulated, the flame will be more narrow.

Particle Colors = The color that the particle expresses.  A value of higher than 100 on each component for RGB will automatically randomize each particle's color, thus creating a "rainbow". 


Rendering Rectangle:
(x,y)==================== <-Top x and y
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|			|
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====================(x,y) <-Bottom x and y

Particles are only allowed to exist in this region; traversing out of this region will result in re-allocation to the place of origin based on the particle generator's behavior.

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