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Home/ Questions/Q 7045903
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T02:35:12+00:00 2026-05-28T02:35:12+00:00

I would like to use AndEngine’s particle system to create a splash(as in splashing

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I would like to use AndEngine’s particle system to create a splash(as in splashing water).

I have checked out the particle system example, but not really sure on what needs to be done to create a splash affect of water using the particle system.

Any idea’s?

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  1. Editorial Team
    Editorial Team
    2026-05-28T02:35:13+00:00Added an answer on May 28, 2026 at 2:35 am

    I don’t know of any water splash simulation algorithms, so I’ll do what I think, but you will have to modify to make it look real.

    Water splash animation in 2D will create many small water drops from a single location, then send each one in a different direction with an initial velocity, then each water drop slows down and fades out.

    Try this out:

    public ParticleSystem createParticleSystem(final TextureRegion waterDropTextureRegion) {
        //X & Y for the particles to spawn at.
        final float particlesXSpawn = 400;
        final float particlesYSpawn = 300;
    
        //Max & min rate are the maximum particles per second and the minimum particles per second.
        final float maxRate = 10;
        final float minRate = 5;
    
        //This variable determines the maximum particles in the particle system.
        final int maxParticles = 100;
    
        //Particle emitter which will set all of the particles at a ertain point when they are initialized.
        final PointParticleEmitter pointParticleEmtitter = new PointParticleEmitter(particlesXSpawn, particlesYSpawn);
    
        //Creating the particle system.
        final ParticleSystem particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, waterDropTextureRegion);
    
        //And now, lets create the initiallizers and modifiers.
        //Velocity initiallizer - will pick a random velocity from -20 to 20 on the x & y axes. Play around with this value.
        particleSystem.addParticleInitializer(new VelocityInitializer(-20, 20, -20, 20));
    
        //Acceleration initializer - gives all the particles the earth gravity (so they accelerate down).
        particleSystem.addParticleInitializer(new GravityInitializer());
    
        //And now, adding an alpha modifier, so particles slowly fade out. This makes a particle go from alpha = 1 to alpha = 0 in 3 seconds, starting exactly when the particle is spawned.
        particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 3));
    
        //Lastly, expire modifier. Make particles die after 3 seconds - their alpha reached 0.
        particleSystem.addParticleModifier(new ExpireModifier(3));  
    
        return particleSystem;
    }
    

    I haven’t tested it, but I think it’d work. Try playing with the values to find an animation which looks reallistic.

    The method receives an argument which is a ready texture region for each particle, in your case I guess that’d be a water drop.

    After you call this method and get a ParticleSystem, just attach it to your scene:

    final ParticleSystem particleSystem = createParticleSystem(...);
    scene.attachChild(particleSystem);
    
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