Okay so this is kind of weird, I have some code that creates particle.cs instances
public void AddParticle()
{
for (int i = 0; i < Density; i++)
{
particle = new Particle();
Randomnum = new Random();
Direction = Randomnum.Next(360);
InitialVel = AngleToVector(Direction);
particle.Initialize(Texture, Position, 10, 2, InitialVel);
particles.Add(particle);
}
}
When I set a breakpoint on particles.add I can see that the InitialVel is different for each entry in the particles list. When it gets down to the draw function the initialvel is the same in each and every entry in particles list thus they all draw on top of each other.
the wierd thing is when i set the breakpoint at particles.add and f5 through each of the 10 steps of the for loop the game pops up after the break points are done and all 10 particles are going in random directions as intended but without the break points they are stacked on top of one another and the InitialVel are all the same when it reaches the for loop in the draw method.