
Particle System
FreeCreate stunning particle effects in Phaser 4.
Free · Opens the source repo
What Particle System does
The Particle System skill provides developers with the tools to create and manage particle effects in Phaser 4. This skill focuses on the ParticleEmitter, allowing for intricate control over particle behavior, including emission zones, death zones, and particle properties such as speed, lifespan, and scale. With the ability to define gravity wells and customize particle movement, developers can achieve realistic effects for explosions, fire, smoke, and more. The skill is designed for those looking to enhance their games with visually appealing particle effects without needing to dive deep into complex graphics programming.
Using the Particle System is straightforward. Developers can create a ParticleEmitter by calling this.add.particles(), which returns an instance that can be manipulated directly. The emitter can be configured with various parameters, such as the texture of the particles, their speed, lifespan, and even how they scale and fade over time. The skill supports both continuous flow and burst emissions, making it versatile for different gameplay scenarios.
The core concepts of the Particle System revolve around the ParticleEmitter and its associated properties. Developers can leverage flexible value formats for properties like speed and scale, allowing for randomization and easing effects. This flexibility enables the creation of dynamic and engaging particle behaviors that can react to game events. Additionally, the skill includes common patterns for scaling, alpha changes, and color interpolation, further enhancing the visual richness of the particle effects.
This skill is ideal for game developers using Phaser 4 who want to incorporate particle effects into their projects. Whether creating a simple fire effect or a complex explosion, the Particle System skill provides the necessary tools to bring these effects to life with minimal effort.
When to use it
Use this skill when you need to implement particle effects like explosions, fire, or smoke in your Phaser 4 games.
When not to use it
This skill is not suitable for projects that do not require particle effects or for developers using game engines other than Phaser 4.
What you can build with it
Creating an Explosion Effect
Use the Particle System to create a one-shot explosion effect by configuring a ParticleEmitter to emit a burst of particles.
Simulating Fire
Set up a continuous particle emitter to simulate fire by adjusting the speed, scale, and alpha properties for a realistic flame effect.
Implementing Smoke Trails
Utilize the Particle System to create smoke trails for moving objects by configuring the emitter to follow game objects.
How to install Particle System
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/particles --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by phaserjsParticle System
Creating and controlling particle effects in Phaser 4 -- ParticleEmitter creation and configuration, emitter ops (value formats), gravity wells, emission and death zones, flow vs burst modes, following game objects, and particle callbacks.
Key source paths: src/gameobjects/particles/
Related skills: ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md
Quick Start
// In a Scene's create() method:
// Basic continuous emitter (flow mode)
const emitter = this.add.particles(400, 300, 'flares', {
frame: 'red',
speed: 200,
lifespan: 2000,
scale: { start: 1, end: 0 },
alpha: { start: 1, end: 0 },
gravityY: 150
});
// One-shot burst (explode mode)
const burst = this.add.particles(400, 300, 'flares', {
frame: 'blue',
speed: { min: 100, max: 300 },
lifespan: 1000,
scale: { start: 0.5, end: 0 },
emitting: false // don't auto-start
});
burst.explode(20); // emit 20 particles at once
Core Concepts
ParticleEmitter
ParticleEmitter extends GameObject and is added directly to the display list. It is both a game object (positionable, scalable, maskable) and the emitter itself. There is no separate manager -- this.add.particles() returns a ParticleEmitter instance.
Factory signature:
this.add.particles(x, y, texture, config);
// x, y: world position (both optional, default 0)
// texture: string key or Texture instance
// config: ParticleEmitterConfig object (optional, can call setConfig later)
Mixins: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, ScrollFactor, Texture, Transform, Visible. So you can call setPosition(), setScale(), setDepth(), setBlendMode(), setMask(), setScrollFactor(), etc.
Particle
A lightweight object owned by its emitter. Key properties: x, y, velocityX/Y, accelerationX/Y, scaleX/Y, alpha, angle, rotation, tint, life (total ms), lifeCurrent (remaining ms), lifeT (0-1 normalized), bounce, delayCurrent, holdCurrent. Particles are pooled internally -- you never create them manually.
EmitterOp Value Formats
Most config properties (speed, scale, alpha, angle, x, y, etc.) accept flexible value formats:
x: 400 // static value
x: [100, 200, 300, 400] // random pick from array
x: { min: 100, max: 700 } // random float in range
x: { min: 100, max: 700, int: true } // random integer
x: { random: [100, 700] } // random integer shorthand
scale: { start: 0, end: 1 } // ease over lifetime (default linear)
scale: { start: 0, end: 1, ease: 'bounce.out' } // custom ease
scale: { start: 4, end: 0.5, random: true } // random start, ease to end
x: { values: [50, 500, 200, 800], interpolation: 'catmull' } // interpolation
x: { steps: 32, start: 0, end: 576 } // stepped sequential
x: { steps: 32, start: 0, end: 576, yoyo: true } // stepped with yoyo
x: { // custom callbacks
onEmit: (particle, key, t, value) => value,
onUpdate: (particle, key, t, value) => value
}
x: (particle, key, t, value) => value + 50 // emit-time callback shorthand
Emit-only (no onUpdate): angle, delay, hold, lifespan, quantity, speedX, speedY.
Emit + Update (support start/end, onUpdate): accelerationX/Y, alpha, bounce, maxVelocityX/Y, moveToX/Y, rotate, scaleX/Y, tint, x, y.
Flow vs Explode (Burst)
Flow mode (frequency >= 0): emits quantity particles every frequency ms. Default is frequency: 0 (every frame) with emitting: true.
Explode mode (frequency = -1): emits a batch all at once, then stops.
emitter.flow(100, 5); // 5 particles every 100ms
emitter.flow(100, 5, 50); // auto-stop after 50 total
emitter.explode(30, 200, 400); // burst 30 at position
emitter.explode(30); // burst at emitter position
Common Patterns
Scale, Alpha, and Color Over Lifetime
// Scale and alpha with custom easing
this.add.particles(400, 300, 'spark', {
lifespan: 2000,
speed: 100,
scale: { start: 1, end: 0, ease: 'power2' },
alpha: { start: 1, end: 0, ease: 'cubic.in' }
});
Color Interpolation
The color property interpolates through an array of colors over particle lifetime (overrides tint):
this.add.particles(400, 300, 'spark', {
lifespan: 2000, speed: 100, scale: { start: 0.5, end: 0 },
color: [0xfacc22, 0xf89800, 0xf83600, 0x9f0404], colorEase: 'quad.out'
});
Tinting Particles
this.add.particles(400, 300, 'spark', { tint: 0xff0000 }); // static
this.add.particles(400, 300, 'spark', { tint: { start: 0xffffff, end: 0xff0000 } }); // over lifetime
Gravity Wells
A GravityWell applies inverse-square gravitational force, pulling (or repelling with negative power) particles toward a point.
const emitter = this.add.particles(400, 300, 'spark', {
speed: 100, lifespan: 4000, scale: { start: 0.4, end: 0 }, quantity: 2
});
const well = emitter.createGravityWell({
x: 400, y: 300, power: 2, epsilon: 100, gravity: 50
});
// Update at runtime
well.x = 300;
well.power = -1; // negative = repel
// Or create manually and add
const well2 = new Phaser.GameObjects.Particles.GravityWell(500, 200, 3, 100, 50);
emitter.addParticleProcessor(well2);
emitter.removeParticleProcessor(well2);
Emission Zones (Random)
A RandomZone spawns particles at random positions within a shape. The source must have a getRandomPoint(point) method -- all Phaser geometry classes (Circle, Ellipse, Rectangle, Triangle, Polygon, Line) support this, or provide a custom source:
// Using built-in geometry
this.add.particles(400, 300, 'spark', {
speed: 50, lifespan: 2000,
emitZone: { type: 'random', source: new Phaser.Geom.Circle(0, 0, 100) }
});
// Custom source object (any object with getRandomPoint)
emitter.addEmitZone({
type: 'random',
source: {
getRandomPoint: (point) => {
const a = Math.random() * Math.PI * 2;
point.x = Math.cos(a) * 100;
point.y = Math.sin(a) * 50;
return point;
}
}
});
Emission Zones (Edge)
An EdgeZone places particles sequentially along shape edges. The source must have a getPoints(quantity, stepRate) method. Curves, Paths, and all geometry shapes support this:
this.add.particles(400, 300, 'spark', {
lifespan: 1500, speed: 20,
emitZone: {
type: 'edge',
source: new Phaser.Geom.Circle(0, 0, 150),
quantity: 48, // number of points on edge (use 0 with stepRate instead)
yoyo: false, // reverse direction at ends
seamless: true // remove duplicate endpoint
}
});
// Or add post-creation with any source that has getPoints
emitter.addEmitZone({ type: 'edge', source: geom, quantity: 50, yoyo: false, seamless: true });
Multiple emission zones: Pass an array to emitZone or call addEmitZone() multiple times. Zones iterate in sequence. The total property controls how many particles emit before rotating to the next zone (-1 = never rotate).
this.add.particles(400, 300, 'spark', {
emitZone: [
{ type: 'random', source: new Phaser.Geom.Circle(0, 0, 50) },
{ type: 'random', source: new Phaser.Geom.Circle(200, 0, 50) }
]
});
Death Zones
A DeathZone kills particles when they enter (or leave) a region. The source must have a contains(x, y) method.
// Kill particles entering a rectangle
this.add.particles(400, 100, 'spark', {
speed: 200, lifespan: 5000, gravityY: 100,
deathZone: { type: 'onEnter', source: new Phaser.Geom.Rectangle(300, 400, 200, 50) }
});
// Kill particles leaving a circle (confine to area)
this.add.particles(400, 300, 'spark', {
speed: 100, lifespan: 5000,
deathZone: { type: 'onLeave', source: new Phaser.Geom.Circle(400, 300, 150) }
});
// Custom death zone source (any object with contains)
emitter.addDeathZone({
type: 'onEnter',
source: { contains: (x, y) => x > 600 && y > 400 }
});
Following a Game Object
const player = this.add.sprite(100, 100, 'player');
const emitter = this.add.particles(0, 0, 'spark', {
speed: 50, lifespan: 800, scale: { start: 0.5, end: 0 }
});
emitter.startFollow(player); // follow position
emitter.startFollow(player, 10, -20); // with offset
emitter.startFollow(player, 0, 0, true); // track visibility too
emitter.stopFollow();
// Or via config:
this.add.particles(0, 0, 'spark', { follow: player, followOffset: { x: 0, y: -20 } });
Particle Callbacks
// Via config
const emitter = this.add.particles(400, 300, 'spark', {
speed: 100, lifespan: 2000,
emitCallback: (particle, emitter) => { /* on emit */ },
deathCallback: (particle) => { /* on death */ }
});
// Or set after creation
emitter.onParticleEmit((particle, emitter) => { /* ... */ });
emitter.onParticleDeath((particle) => { /* ... */ });
// Iterate alive/dead particles
emitter.forEachAlive((particle, emitter) => { /* particle.x, particle.lifeT */ });
Duration, StopAfter, and Advance
// Auto-stop after 3 seconds (alive particles continue until they expire)
this.add.particles(400, 300, 'spark', { speed: 100, duration: 3000 });
// Emit exactly 50 particles then stop
this.add.particles(400, 300, 'spark', { speed: 100, stopAfter: 50 });
// Pre-warm: fast-forward 2 seconds so particles visible on first frame
this.add.particles(400, 300, 'spark', { speed: 100, lifespan: 2000, advance: 2000 });
// Or manually: emitter.fastForward(2000, 50);
Particle Bounds (Bounce)
this.add.particles(400, 300, 'spark', {
speed: 200, lifespan: 5000, bounce: 0.8,
bounds: { x: 100, y: 100, width: 600, height: 400 },
collideLeft: true, collideRight: true, collideTop: true, collideBottom: true
});
// Or: emitter.addParticleBounds(100, 100, 600, 400);
Texture Frames and Animations
// Random frame per particle
this.add.particles(400, 300, 'flares', { frame: ['red', 'green', 'blue'] });
// Sequential frames cycling through with quantity per frame
this.add.particles(400, 300, 'flares', {
frame: { frames: ['red', 'green', 'blue'], cycle: true, quantity: 4 }
});
// Particle animation (plays anim over particle lifetime)
this.add.particles(400, 300, 'explosion', { anim: 'explode_anim', lifespan: 1000 });
// Multiple anims, randomly assigned
this.add.particles(400, 300, 'sheet', {
anim: { anims: ['fire', 'smoke'], cycle: false, quantity: 1 }
});
Sorting Particles
this.add.particles(400, 300, 'spark', { sortProperty: 'y', sortOrderAsc: true });
// Or: sortCallback: (a, b) => a.y - b.y
Custom Particle Processor
Extend ParticleProcessor to apply custom per-particle logic each frame. Implement update(particle, delta, step, t):
class WindProcessor extends Phaser.GameObjects.Particles.ParticleProcessor {
constructor (windX, windY) {
super(0, 0);
this.windX = windX;
this.windY = windY;
}
update (particle, delta, step, t) {
particle.velocityX += this.windX * step;
particle.velocityY += this.windY * step;
}
}
emitter.addParticleProcessor(new WindProcessor(0.5, 0));
Custom Particle Class
Extend Particle and override update for per-particle behavior. Set via particleClass in config:
class TrailParticle extends Phaser.GameObjects.Particles.Particle {
update (delta, step, processors) {
const result = super.update(delta, step, processors);
this.alpha = this.lifeT; // custom: alpha matches life progress
return result; // must return true if particle is still alive
}
}
this.add.particles(400, 300, 'spark', {
particleClass: TrailParticle,
speed: 100, lifespan: 2000
});
Configuration Reference
ParticleEmitterConfig -- Simple Properties
| Property | Type | Default | Description |
|---|---|---|---|
active | boolean | true | False = emitter does not update at all |
emitting | boolean | true | False = no new particles (alive ones still update) |
blendMode | string/number | 0 | Blend mode for rendering |
frequency | number | 0 | ms between flow cycles; 0 = every frame; -1 = explode |
gravityX, gravityY | number | 0 | Gravity in px/s^2 |
maxParticles | number | 0 | Hard limit on total particle objects (0 = unlimited) |
maxAliveParticles | number | 0 | Max alive particles at once (0 = unlimited) |
duration | number | 0 | Auto-stop after ms (0 = forever) |
stopAfter | number | 0 | Auto-stop after N particles emitted (0 = unlimited) |
advance | number | 0 | Fast-forward on creation (ms) |
radial | boolean | true | True = speed+angle; false = speedX/speedY |
particleBringToTop | boolean | true | New particles render on top |
timeScale | number | 1 | Time multiplier for updates |
follow | Vector2Like | null | Object to follow |
followOffset | Vector2Like | Offset from follow target | |
trackVisible | boolean | false | Match follow target's visibility |
reserve | number | Pre-allocate particle objects | |
particleClass | function | Particle | Custom particle class |
sortProperty | string | Particle property to sort by | |
sortOrderAsc | boolean | Sort ascending if true |
ParticleEmitterConfig -- EmitterOp Properties
All accept the flexible value formats described above.
| Property | Default | E/U | Description |
|---|---|---|---|
x, y | 0 | E+U | Particle offset from emitter |
speed | 0 | E | Radial speed (sets speedX, deactivates speedY) |
speedX, speedY | 0 | E | Directional speed (sets radial=false) |
angle | {min:0,max:360} | E | Emission angle in degrees |
scale | 1 | E+U | Uniform scale (sets scaleX, deactivates scaleY) |
scaleX, scaleY | 1 | E+U | Non-uniform scale |
alpha | 1 | E+U | Alpha transparency |
rotate | 0 | E+U | Rotation in degrees |
tint | 0xffffff | E+U | Tint color (WebGL) |
color | E+U | Color array to interpolate (overrides tint) | |
colorEase | Ease for color interpolation | ||
lifespan | 1000 | E | Lifetime in ms |
delay | 0 | E | Delay before visible (ms) |
hold | 0 | E | Hold at end of life before dying (ms) |
quantity | 1 | E | Particles per flow cycle |
accelerationX/Y | 0 | E+U | Acceleration (px/s^2) |
maxVelocityX/Y | 10000 | E+U | Max velocity |
bounce | 0 | E+U | Bounce restitution (0-1) |
moveToX, moveToY | 0 | E+U | Target position (overrides angle/speed) |
E = emit-only, E+U = emit + update (supports start/end, onUpdate)
Zone Config Properties
| Config Key | Type | Properties |
|---|---|---|
emitZone | object or array | { type: 'random', source: <shape> } |
{ type: 'edge', source: <shape>, quantity, stepRate, yoyo, seamless, total } | ||
deathZone | object or array | { type: 'onEnter'|'onLeave', source: <shape> } |
bounds | object | { x, y, width, height } or { x, y, w, h } |
Events
All events are emitted on the ParticleEmitter instance itself.
| Event | String | Callback Args | When |
|---|---|---|---|
START | 'start' | (emitter) | start() is called and emitter begins emitting |
STOP | 'stop' | (emitter) | stop() is called, or duration/stopAfter limit reached |
COMPLETE | 'complete' | (emitter) | Final alive particle dies after emitter has stopped |
EXPLODE | 'explode' | (emitter, particle) | explode() is called |
DEATH_ZONE | 'deathzone' | (emitter, particle, zone) | A death zone kills a particle |
emitter.on('stop', (emitter) => { /* stopped emitting */ });
emitter.on('complete', (emitter) => { /* all particles dead */ });
emitter.on('deathzone', (emitter, particle, zone) => { /* ... */ });
API Quick Reference
ParticleEmitter Key Methods
Lifecycle: start(advance?, duration?), stop(kill?), pause(), resume(), flow(frequency, count?, stopAfter?), explode(count?, x?, y?), emitParticleAt(x?, y?, count?), emitParticle(count?, x?, y?), fastForward(time, delta?).
Config: setConfig(config), updateConfig(config).
Following: startFollow(target, offX?, offY?, trackVisible?), stopFollow().
Zones: addEmitZone(config), removeEmitZone(zone), clearEmitZones(), addDeathZone(config), removeDeathZone(zone), clearDeathZones().
Processors: createGravityWell(config), addParticleProcessor(processor), removeParticleProcessor(processor), getProcessors().
Bounds: addParticleBounds(x, y, w, h, collideL?, collideR?, collideT?, collideB?).
Callbacks/Iteration: onParticleEmit(cb, ctx?), onParticleDeath(cb, ctx?), killAll(), forEachAlive(cb, ctx?), forEachDead(cb, ctx?).
Counts: getAliveParticleCount(), getDeadParticleCount(), getParticleCount(), atLimit(), reserve(count).
Property setters: setParticleSpeed(x, y?), setParticleScale(x, y?), setParticleGravity(x, y), setParticleAlpha(value), setParticleTint(value), setParticleLifespan(value), setEmitterAngle(value), setQuantity(qty), setFrequency(freq, qty?), setRadial(value), setEmitterFrame(frames, random?, qty?), setAnim(anims, random?, qty?).
Sorting: setSortProperty(property, ascending?), setSortCallback(callback), depthSort().
Utility: getBounds(padding?, advance?, delta?, output?), overlap(target).
GravityWell
| Property/Method | Description |
|---|---|
x, y | World position of the well |
power | Force strength (negative to repel) |
epsilon | Min distance for force calc (default 100) |
gravity | Gravitational constant (default 50) |
active | Enable/disable processing (inherited from ParticleProcessor) |
Constructor: new GravityWell(x, y, power, epsilon, gravity) or new GravityWell(config) where config is { x, y, power, epsilon, gravity }.
Gotchas
- No ParticleEmitterManager: Removed in v3.60.
this.add.particles()returns aParticleEmitterdirectly. speedvsspeedX/speedY:speedsets speedX and deactivates speedY (radial).speedX/speedYswitches to point mode (radial: false).scalevsscaleX/scaleY:scaleapplies to scaleX and deactivates scaleY. Use both for non-uniform scaling.coloroverridestint: They are mutually exclusive;color(array) takes priority.moveToX/moveToY: Both must be set to activate. Overridesangleandspeed.emittingvsactive:emitting: false= no new particles but alive ones update.active: false= entire emitter frozen.stopvscomplete:'stop'fires when emission stops.'complete'fires when the last alive particle dies.frequency: 0: Means emit every frame (max rate), not "never." Useemitting: falseto prevent emission.frequency: -1: Puts the emitter in explode mode -- it will not flow automatically. Useexplode()to emit bursts.holdfreezes particle: After lifespan expires,holdkeeps the particle visible and frozen for the specified ms before it dies. Useful for trail/lingering effects.advancefast-forwards: Pre-warms the emitter by simulating the given ms on creation, so particles are already visible on the first frame.reserve(count)pre-allocates: Callreserve()or setreservein config to pre-create particle objects upfront, avoiding GC spikes during gameplay from on-demand allocation.- Zone source methods: RandomZone needs
getRandomPoint(point). EdgeZone needsgetPoints(quantity, stepRate). DeathZone needscontains(x, y). - Particle pool:
maxParticleslimits total objects (not alive count). UsemaxAliveParticlesfor visible limit. - Texture required: The emitter needs a valid texture key. Use
frameconfig for multi-frame textures.
Source Files
See references/REFERENCE.md for the full source file map. Key entry points: src/gameobjects/particles/ParticleEmitter.js (main class), src/gameobjects/particles/Particle.js (individual particle), src/gameobjects/particles/zones/ (zone classes).
Frequently asked questions about Particle System
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