Refactoring as a Game Component

In this chapter we examined the idea of particle systems, which draw a large number of sprites to create visual effects within the game. We also went over the design of such a system we can use with MonoGame, leveraging the DrawableGameComponent base class and design approaches like hook methods, to make a relatively hands-off but flexible approach to create new custom particle systems. We also created three example particle systems to emulate rain, explosions, and a trail of sparks. You can use these as a starting point for creating your own custom particle systems to meet the needs of your games.