private void InitParticle(ref CCParticle particle)
        {
            // timeToLive
            // no negative life. prevent division by 0
            particle.timeToLive = Math.Max(0, m_fLife + m_fLifeVar * CCRandom.Float_Minus1_1());

            // position
            particle.pos.X = m_tSourcePosition.X + m_tPosVar.X * CCRandom.Float_Minus1_1();
            particle.pos.Y = m_tSourcePosition.Y + m_tPosVar.Y * CCRandom.Float_Minus1_1();

            // Color
            CCColor4F start;

            start.R = MathHelper.Clamp(m_tStartColor.R + m_tStartColorVar.R * CCRandom.Float_Minus1_1(), 0, 1);
            start.G = MathHelper.Clamp(m_tStartColor.G + m_tStartColorVar.G * CCRandom.Float_Minus1_1(), 0, 1);
            start.B = MathHelper.Clamp(m_tStartColor.B + m_tStartColorVar.B * CCRandom.Float_Minus1_1(), 0, 1);
            start.A = MathHelper.Clamp(m_tStartColor.A + m_tStartColorVar.A * CCRandom.Float_Minus1_1(), 0, 1);

            CCColor4F end;

            end.R = MathHelper.Clamp(m_tEndColor.R + m_tEndColorVar.R * CCRandom.Float_Minus1_1(), 0, 1);
            end.G = MathHelper.Clamp(m_tEndColor.G + m_tEndColorVar.G * CCRandom.Float_Minus1_1(), 0, 1);
            end.B = MathHelper.Clamp(m_tEndColor.B + m_tEndColorVar.B * CCRandom.Float_Minus1_1(), 0, 1);
            end.A = MathHelper.Clamp(m_tEndColor.A + m_tEndColorVar.A * CCRandom.Float_Minus1_1(), 0, 1);

            particle.color        = start;
            particle.deltaColor.R = (end.R - start.R) / particle.timeToLive;
            particle.deltaColor.G = (end.G - start.G) / particle.timeToLive;
            particle.deltaColor.B = (end.B - start.B) / particle.timeToLive;
            particle.deltaColor.A = (end.A - start.A) / particle.timeToLive;

            // size
            float startS = m_fStartSize + m_fStartSizeVar * CCRandom.Float_Minus1_1();

            startS = Math.Max(0, startS); // No negative value

            particle.size = startS;

            if (m_fEndSize == kCCParticleStartSizeEqualToEndSize)
            {
                particle.deltaSize = 0;
            }
            else
            {
                float endS = m_fEndSize + m_fEndSizeVar * CCRandom.Float_Minus1_1();
                endS = Math.Max(0, endS); // No negative values
                particle.deltaSize = (endS - startS) / particle.timeToLive;
            }

            // rotation
            float startA = m_fStartSpin + m_fStartSpinVar * CCRandom.Float_Minus1_1();
            float endA   = m_fEndSpin + m_fEndSpinVar * CCRandom.Float_Minus1_1();

            particle.rotation      = startA;
            particle.deltaRotation = (endA - startA) / particle.timeToLive;

            // position
            if (m_ePositionType == CCPositionType.Free)
            {
                particle.startPos = ConvertToWorldSpace(CCPoint.Zero);
            }
            else if (m_ePositionType == CCPositionType.Relative)
            {
                particle.startPos = m_obPosition;
            }

            // direction
            float a = MathHelper.ToRadians(m_fAngle + m_fAngleVar * CCRandom.Float_Minus1_1());

            // Mode Gravity: A
            if (m_nEmitterMode == CCEmitterMode.Gravity)
            {
                var v = new CCPoint(CCMathHelper.Cos(a), CCMathHelper.Sin(a));

                float s = modeA.speed + modeA.speedVar * CCRandom.Float_Minus1_1();

                // direction
                particle.modeA.dir = v * s;

                // radial accel
                particle.modeA.radialAccel = modeA.radialAccel + modeA.radialAccelVar * CCRandom.Float_Minus1_1();


                // tangential accel
                particle.modeA.tangentialAccel = modeA.tangentialAccel + modeA.tangentialAccelVar * CCRandom.Float_Minus1_1();

                // rotation is dir
                if (modeA.rotationIsDir)
                {
                    particle.rotation = -MathHelper.ToDegrees(CCPoint.ToAngle(particle.modeA.dir));
                }
            }

            // Mode Radius: B
            else
            {
                // Set the default diameter of the particle from the source position
                float startRadius = modeB.startRadius + modeB.startRadiusVar * CCRandom.Float_Minus1_1();
                float endRadius   = modeB.endRadius + modeB.endRadiusVar * CCRandom.Float_Minus1_1();

                particle.modeB.radius = startRadius;

                if (modeB.endRadius == kCCParticleStartRadiusEqualToEndRadius)
                {
                    particle.modeB.deltaRadius = 0;
                }
                else
                {
                    particle.modeB.deltaRadius = (endRadius - startRadius) / particle.timeToLive;
                }

                particle.modeB.angle            = a;
                particle.modeB.degreesPerSecond =
                    MathHelper.ToRadians(modeB.rotatePerSecond + modeB.rotatePerSecondVar * CCRandom.Float_Minus1_1());
            }
        }