This is a more comprehensive example based on the Kronos example used in the [nodes](../advanced-concepts/nodes) docs. You will design a particle effect, make it appear on another feature, and ensure it adapts to the game state.
First, design the particle effect. Profectus uses [pixi-particles](https://github.com/pixijs/particle-emitter), and you can use the online particle effect editor [here](http://pixijs.github.io/pixi-particles-editor/). However, the editor returns an older format of the particle effect emitter config, so you'll need to convert it like this:
This code adds a bounding rect for the particles and updates it when the container is created or resizes. Now, create the emitter. Pull in the Kronos example, which displays a particle effect when `actualGain > 0`.
This code watches for whether the node exists and the `boundingRect` exists, which are required to display the effect. You can additionally watch any other values that would have an impact on the particle effect, like whether or not it should be emitting.