Empecemos:
[TODO CLIENTE]
Buscar:
- Private Sub Particles_Update(ii As Integer, offy As Integer, offx As Integer)
Y reemplazar esa línea por:
- Private Sub Particles_Update(ii As Integer, offy As Integer, offx As Integer, Optional ARadio As Single)
Abajo de eso agregar:
- ARadio = Rnd * 360 * PI
Ahora en el mismo sub busquen:
- .PrtData(i).X = .X
- .PrtData(i).Y = .Y
Y reemplazarlo por:
- If .PrtData(i).Radio > 0 Then
- .PrtData(i).X = .X - (Sin(ARadio) * .PrtData(i).Radio)
- .PrtData(i).Y = .Y + (Cos(ARadio) * .PrtData(i).Radio)
- Else
- .PrtData(i).X = .X
- .PrtData(i).Y = .Y
- End If
Ahora buscar:
- Private Type PARTICLE
- X As Single 'World Space Coordinates
- Y As Single
- Z As Single
- vX As Single 'Speed and Direction
- vY As Single
- vZ As Single
- StartColor As D3DCOLORVALUE
- EndColor As D3DCOLORVALUE
- CurrentColor As D3DCOLORVALUE
- lifeTime As Long 'How long Mr. Particle Exists
- created As Long 'When this particle was created...
- status As PARTICLE_STATUS 'Does he even exist?
- End Type
Y reemplazarlo por este:
- Private Type PARTICLE
- X As Single 'World Space Coordinates
- Y As Single
- Z As Single
- vX As Single 'Speed and Direction
- vY As Single
- vZ As Single
- StartColor As D3DCOLORVALUE
- EndColor As D3DCOLORVALUE
- CurrentColor As D3DCOLORVALUE
- lifeTime As Long 'How long Mr. Particle Exists
- created As Long 'When this particle was created...
- status As PARTICLE_STATUS 'Does he even exist?
- Radio As Byte
- End Type
Ahora buscar:
- Public Sub Particle_Group_Make( _
- ByVal particle_group_index As Integer, _
- ByVal map_z As Integer, _
- ByVal map_x As Integer, _
- ByVal map_y As Integer, _
- ByVal var_z As Single, _
- ByVal var_x As Single, _
- ByVal var_y As Single, _
- ByVal start_a As Integer, _
- ByVal start_r As Integer, _
- ByVal start_g As Integer, _
- ByVal start_b As Integer, _
- ByVal end_a As Integer, _
- ByVal end_r As Integer, _
- ByVal end_g As Integer, _
- ByVal end_b As Integer, _
- ByVal n_particles As Integer, _
- ByVal Gravity As Single, _
- ByVal Texture As Integer, _
- ByVal size As Single, _
- ByVal Life As Integer)
Y reemplazarlo por este:
- Public Sub Particle_Group_Make( _
- ByVal particle_group_index As Integer, _
- ByVal map_z As Integer, _
- ByVal map_x As Integer, _
- ByVal map_y As Integer, _
- ByVal var_z As Single, _
- ByVal var_x As Single, _
- ByVal var_y As Single, _
- ByVal start_a As Integer, _
- ByVal start_r As Integer, _
- ByVal start_g As Integer, _
- ByVal start_b As Integer, _
- ByVal end_a As Integer, _
- ByVal end_r As Integer, _
- ByVal end_g As Integer, _
- ByVal end_b As Integer, _
- ByVal n_particles As Integer, _
- ByVal Gravity As Single, _
- ByVal Texture As Integer, _
- ByVal size As Single, _
- ByVal Life As Integer, _
- ByVal Radio As Byte)
Ahora en el mismo sub buscan:
- For i = 0 To .nParticles
Y abajo agregan:
- .PrtData(i).Radio = Radio
Ahí modifique porque faltaba eso, sino no cargaba el valor del Radio.
Creo que no me olvidé nada, ahora para verificar una particula que hice;
En el:
- Sub jojoparticulas()
Agreguen este:
- engine.Particle_Group_Make 3, 1, 50, 50, 0, 1, 1, 255, 255, 255, 25, 10, 255, 200, 40, 100, -5, 19716, 32, 500, 40
El último número, "40", es el número que va tener de Radio. Si el valor es 0, va a ser una partícula común y corriente. Si es 1 o más, va a tener el Radio... Asique cuidado cuando modifiquen la particula.
Adiós.
EDIT: El valor es hasta 255, ahi le cambie el Optional del Radio para que si o si le agreguen un valor en la particula. Y el otro optional no lo saco porque puede tirar algun que otro error molesto.
Adios.
IMAGEN:

http://img708.imageshack.us/img708/6900/ecuacion121.jpg
Para que vean como queda y que funciona en 12.1 DX8.
Adiós.






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