In my game I use
static final float FRUSTUM_WIDTH = 10;
static final float FRUSTUM_HEIGHT = 15;
So when I draw the particles they take
I have used the same approach as Victor but what worked for me:
ParticleEffect effect = new ParticleEffect();
effect.load(Gdx.files.internal("particle/version1.p"), Gdx.files.internal("particle"));
effect.setPosition(x, .y);
float pScale = 0.02f;
float scaling;
Array emitters = effect.getEmitters();
for (ParticleEmitter e : emitters) {
scaling = e.getScale().getHighMax();
e.getScale().setHigh(scaling * pScale);
scaling = e.getScale().getLowMax();
e.getScale().setLow(scaling * pScale);
scaling = e.getVelocity().getHighMax();
e.getVelocity().setHigh(scaling * pScale);
scaling = e.getVelocity().getLowMax();
e.getVelocity().setLow(scaling * pScale);
scaling = e.getSpawnHeight().getHighMax();
e.getSpawnHeight().setHighMax(scaling * pScale);
scaling = e.getSpawnHeight().getLowMax();
e.getSpawnHeight().setLowMax(scaling * pScale);
scaling = e.getSpawnHeight().getHighMin();
e.getSpawnHeight().setHighMin(scaling * pScale);
scaling = e.getSpawnHeight().getLowMin();
e.getSpawnHeight().setLowMin(scaling * pScale);
scaling = e.getSpawnWidth().getHighMax();
e.getSpawnWidth().setHighMax(scaling * pScale);
scaling = e.getSpawnWidth().getLowMax();
e.getSpawnWidth().setLowMax(scaling * pScale);
scaling = e.getSpawnWidth().getHighMin();
e.getSpawnWidth().setHighMin(scaling * pScale);
scaling = e.getSpawnWidth().getLowMin();
e.getSpawnWidth().setLowMin(scaling * pScale);
scaling = e.getXOffsetValue().getLowMax();
e.getXOffsetValue().setLowMax(scaling * pScale);
scaling = e.getXOffsetValue().getLowMin();
e.getXOffsetValue().setLowMin(scaling * pScale);
scaling = e.getYOffsetValue().getLowMax();
e.getYOffsetValue().setLowMax(scaling * pScale);
scaling = e.getYOffsetValue().getLowMin();
e.getYOffsetValue().setLowMin(scaling * pScale);
}
effect.start();