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Skill

/particles

Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.

From plugin
phaser
41k28 skills

Claude Code

$ npx -y skills add phaserjs/phaser --skill particles --agent claude-code

SKILL.md

particles.SKILL.md
name: particles
description: "Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke."

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 -- a

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Questions about particles.

Which coding agents can use particles?
particles installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.