Code:
#include <acknex.h>
#include <default.c>

BMAP* arrow_pcx = "arrow.pcx";

function mouse_startup()
{  
	mouse_mode = 2;
	mouse_map = arrow_pcx;

	while (1)
	{  
		vec_set(mouse_pos, mouse_cursor);
		wait(1);
	}
}

function vec_randomize (VECTOR* vec, var range)
{
	vec_set(vec,vector(random(1)-0.5,random(1)-0.5,random(1)-0.5));
	vec_normalize(vec,random(range));
}

// helper function: fades out a particle
function p_alphafade(PARTICLE *p)
{
	p.alpha -= 20*time_step;
	if (p.alpha <= 0) p.lifespan = 0;
}

function p_fountain(PARTICLE* p)
{
	VECTOR vTemp;
	vec_randomize(vTemp,0.5);
	vec_add(p.vel_x,vTemp);
	vec_set(p.blue,vector(255,255,255));
	set(p, MOVE | TRANSLUCENT);
	p.alpha = 100;
	p.size = 0.75;
	p.gravity = 0.1;
	p.event = p_alphafade;
}

function main()
{
	level_load(NULL);
	video_window(NULL,NULL,112,"Particle demo");
	vec_set(camera.x,vector(-150,0,50));
	vec_set(sky_color,vector(50,0,0)); // dark blue


		
			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(0,0,0.1));
		effect(p_fountain,minv(1,40*time_step),particle_origin.x,vector(0,0,2));
		wait (1);
	}
	
	//	effect(p_fountain,minv(1,40*time_step),vector(0,0,0),vector(0,0,2));
		
}



i got what i wanted, thanks smile


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