particles

Create and configure particle effects in Phaser 4 using ParticleEmitter, zones, and gravity wells.

Updated Sep 20, 2026
One-click install
npx skills add https://github.com/AmirOssanloo/helix-game --skill particles-amirossanloo
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/AmirOssanloo/helix-game/tree/main/.claude/skills/particles
Command: npx skills add https://github.com/AmirOssanloo/helix-game --skill particles-amirossanloo

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building particle effects in Phaser 4 requires knowing the ParticleEmitter API, its flexible EmitterOp value formats, emission and death zones, and flow versus burst modes, which are easy to misconfigure without a reference. ## Core Features & Use Cases - Emitter Creation and Configuration: Create flow or burst emitters with speed, scale, alpha, tint, color interpolation, and lifespan using flexible value formats like min/max ranges, start/end easing, and stepped sequences. - Zones and Processors: Spawn particles along geometry edges or random regions, kill particles with death zones, and apply gravity wells or custom ParticleProcessor logic. - Use Case: When building an explosion effect for a game, use this Skill to configure a burst emitter with explode(), random frames, scale-over-lifetime easing, and a death zone that confines particles to the play area. ## Quick Start Use the particles skill to create a Phaser 4 burst emitter that explodes 30 particles with fading scale and alpha at the pointer position.

Frequently Asked Questions about particles

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a particle emitter in Phaser 4?▼

Call this.add.particles(x, y, texture, config) inside a Scene's create method, which returns a ParticleEmitter directly. Configure speed, lifespan, scale, and alpha in the config object, then use flow() for continuous emission or explode() for bursts.

How to make a one-shot explosion effect with Phaser particles?▼

Set emitting to false in the config so the emitter does not auto-start, then call explode(count, x, y) to emit a batch of particles at once. Alternatively set frequency to -1 to put the emitter in explode mode permanently.

Does Phaser 4 still have ParticleEmitterManager?▼

No, ParticleEmitterManager was removed in Phaser v3.60. The this.add.particles() factory now returns a ParticleEmitter instance directly, which is itself a GameObject added to the display list.

How do I make particles follow a game object in Phaser?▼

Call emitter.startFollow(target, offsetX, offsetY, trackVisible) to attach the emitter to a sprite or other object. You can also set the follow and followOffset properties directly in the emitter config at creation time.

Why are my Phaser particles not emitting?▼

Check that emitting is not false and that frequency is not -1, which enables explode-only mode. Also verify the texture key is valid, since the emitter requires a loaded texture to render particles.

What is the difference between emitting and active in Phaser particles?▼

Setting emitting to false stops new particle creation while alive particles continue updating. Setting active to false freezes the entire emitter, halting all updates including existing particles.