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That was never implemented. AFAIK This is not implemented in any particle system. Particles are meant to be very simple, if we add any collision detect / physics, the amount of computation per cycle becomes too much to keep and draw a large number of them smoothly.
You might want to check some proper Game Engine and use actual bodies, maybe AndEngine with the Box2D support, or maybe something else that is newer.
Is there a way to create a wall so the particles would be stopped or bounced off?
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