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Particle System

Free

Create stunning particle effects in Phaser 4.

by phaserjs40.1k stars on phaserjs/phaser
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Updated Jul 9, 2026
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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 source

1. Install with the skills CLI

npx skills add phaserjs/phaser/particles --agent claude-code

2. 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 phaserjs

Particle 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

PropertyTypeDefaultDescription
activebooleantrueFalse = emitter does not update at all
emittingbooleantrueFalse = no new particles (alive ones still update)
blendModestring/number0Blend mode for rendering
frequencynumber0ms between flow cycles; 0 = every frame; -1 = explode
gravityX, gravityYnumber0Gravity in px/s^2
maxParticlesnumber0Hard limit on total particle objects (0 = unlimited)
maxAliveParticlesnumber0Max alive particles at once (0 = unlimited)
durationnumber0Auto-stop after ms (0 = forever)
stopAfternumber0Auto-stop after N particles emitted (0 = unlimited)
advancenumber0Fast-forward on creation (ms)
radialbooleantrueTrue = speed+angle; false = speedX/speedY
particleBringToTopbooleantrueNew particles render on top
timeScalenumber1Time multiplier for updates
followVector2LikenullObject to follow
followOffsetVector2LikeOffset from follow target
trackVisiblebooleanfalseMatch follow target's visibility
reservenumberPre-allocate particle objects
particleClassfunctionParticleCustom particle class
sortPropertystringParticle property to sort by
sortOrderAscbooleanSort ascending if true

ParticleEmitterConfig -- EmitterOp Properties

All accept the flexible value formats described above.

PropertyDefaultE/UDescription
x, y0E+UParticle offset from emitter
speed0ERadial speed (sets speedX, deactivates speedY)
speedX, speedY0EDirectional speed (sets radial=false)
angle{min:0,max:360}EEmission angle in degrees
scale1E+UUniform scale (sets scaleX, deactivates scaleY)
scaleX, scaleY1E+UNon-uniform scale
alpha1E+UAlpha transparency
rotate0E+URotation in degrees
tint0xffffffE+UTint color (WebGL)
colorE+UColor array to interpolate (overrides tint)
colorEaseEase for color interpolation
lifespan1000ELifetime in ms
delay0EDelay before visible (ms)
hold0EHold at end of life before dying (ms)
quantity1EParticles per flow cycle
accelerationX/Y0E+UAcceleration (px/s^2)
maxVelocityX/Y10000E+UMax velocity
bounce0E+UBounce restitution (0-1)
moveToX, moveToY0E+UTarget position (overrides angle/speed)

E = emit-only, E+U = emit + update (supports start/end, onUpdate)

Zone Config Properties

Config KeyTypeProperties
emitZoneobject or array{ type: 'random', source: <shape> }
{ type: 'edge', source: <shape>, quantity, stepRate, yoyo, seamless, total }
deathZoneobject or array{ type: 'onEnter'|'onLeave', source: <shape> }
boundsobject{ x, y, width, height } or { x, y, w, h }

Events

All events are emitted on the ParticleEmitter instance itself.

EventStringCallback ArgsWhen
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/MethodDescription
x, yWorld position of the well
powerForce strength (negative to repel)
epsilonMin distance for force calc (default 100)
gravityGravitational constant (default 50)
activeEnable/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 a ParticleEmitter directly.
  • speed vs speedX/speedY: speed sets speedX and deactivates speedY (radial). speedX/speedY switches to point mode (radial: false).
  • scale vs scaleX/scaleY: scale applies to scaleX and deactivates scaleY. Use both for non-uniform scaling.
  • color overrides tint: They are mutually exclusive; color (array) takes priority.
  • moveToX/moveToY: Both must be set to activate. Overrides angle and speed.
  • emitting vs active: emitting: false = no new particles but alive ones update. active: false = entire emitter frozen.
  • stop vs complete: 'stop' fires when emission stops. 'complete' fires when the last alive particle dies.
  • frequency: 0: Means emit every frame (max rate), not "never." Use emitting: false to prevent emission.
  • frequency: -1: Puts the emitter in explode mode -- it will not flow automatically. Use explode() to emit bursts.
  • hold freezes particle: After lifespan expires, hold keeps the particle visible and frozen for the specified ms before it dies. Useful for trail/lingering effects.
  • advance fast-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: Call reserve() or set reserve in config to pre-create particle objects upfront, avoiding GC spikes during gameplay from on-demand allocation.
  • Zone source methods: RandomZone needs getRandomPoint(point). EdgeZone needs getPoints(quantity, stepRate). DeathZone needs contains(x, y).
  • Particle pool: maxParticles limits total objects (not alive count). Use maxAliveParticles for visible limit.
  • Texture required: The emitter needs a valid texture key. Use frame config 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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