Posted By: VeT
cursor particles - 07/02/09 14:11
looking like they ignores lifetime... what to do?
Code:
/////////////////////////////// #include <acknex.h> #include <default.c> BMAP* arrow_pcx = "arrow.pcx"; BMAP* snow_tga = "dampf.tga"; /////////////////////////////// function main() { vec_set(screen_size,vector(800,600,0)); vec_set(screen_color,vector(50,1,1)); // dark blue vec_set(sky_color,vector(50,1,1)); // dark blue video_window(NULL,NULL,0,"My New Game"); d3d_antialias = 1; shadow_stencil = 3; random_seed(0); level_load("level1.wmb"); } function mouse_startup() { mouse_mode = 2; mouse_map = arrow_pcx; while (1) { vec_set(mouse_pos, mouse_cursor); wait(1); } } function fade_part(PARTICLE *p) { p.alpha -= 20; if (p.alpha < 0) {p.lifespan = 0;} } function p_mouse_particles(PARTICLE* p) { /* VECTOR particle_direction; particle_direction.x = (random(1) - 2)*0.01; particle_direction.y = 0; //(random(1) - 2)*0.01; particle_direction.z = 0; //0.01 * random(1); vec_add(p.vel_x, particle_direction); */ p.alpha = 30 + random(20); p.size = 0.5; p.bmap = snow_tga; set(p, MOVE | BRIGHT | TRANSLUCENT ); my.event = fade_part; } function particles_startup() { VECTOR particle_origin; while (1) { particle_origin.x = mouse_pos.x; particle_origin.y = mouse_pos.y; particle_origin.z = 40; vec_for_screen (particle_origin, camera); effect(p_mouse_particles, 1, particle_origin.x, vector(0,0,1)); wait (1); } }