phaserjs/phaser2 files

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.

Specification
Skill ID
phaserjs/phaser/particles
Publisher
phaserjs
Repository
phaser
Installs
0
Files
2
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

phaserjs/phaser/particlesInstalls these files
  • SKILL.md
  • references/REFERENCE.md

What this skill tells the agent

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', {

Use this skill in a project

Open any RiverX project, search the Skills panel for phaserjs/phaser/particles, and install it in one click.

Use this skill