In order to begin creating particle effects in AndEngine, we require a bare minimum of three
objects. These objects include an ITextureRegion object which will represent the individual
particles spawned, a ParticleSystem object, and a ParticleEmitter object. Once we
have these in place, we can begin to add what are known as particle initializers and particle
modifiers to our particle system in order to create our own personalized effects. See the
following steps for a walkthrough on how to set up a basic particle system in which we
can build on.
The first step involves deciding the image we'd like our particle system to spawn.
This can be any image, any color, and any size. Feel free to create an image and set
up BuildableBitmapTextureAtlas and ITextureRegion to load the image
into the test project's resources. For the sake of keeping things simple, please keep
the image under 33 x 33 pixels in dimension for this recipe.