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.
Hey Ash, Optimization question......
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? See who uses less Cpu cycles in the next episode of davioptimization. Cap coming shortly