If you're dead set on using the particle object, you could also paste the particles into a canvas each frame, update the collision mask, then test for collisions with the canvas.
You think the overhead of a full screen canvas with a particle object (along with the pasting of particles, and mask updating) be more efficient than collision checks, movement, and general runtime clogging of say, 5000 sprites? I'm thinking micro shump with thousands of bullets, where the sheer number of sprites would clog the runtime.
Will particle pasting Defeat massive sprite spawning in terms of performance?
it would take up more vram and you would only gain one collision mask for all particles with no ability to have a particle be able to be picked or react, so you could tell a particle hit a wall
but not where, or which particle, and could do nothing with that particle afterward
my rig is faster than slow, but I'm able to put 50 times as much particles as I have there without it slowing down, so I could have 50 of those particle generators with no fps drop. I'm not sure how many full screen canvases I can have, but it's probably not 50
know what I mean?
anyway, if anyone missed it:
sprite particles example (98.9)