particles

Configure Phaser 4 ParticleEmitter emitters with flow, explode, zones, and gravity wells.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill particles-artriv
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/ArtRiv/game-topicos-especiais/tree/main/skills/particles
Command: npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill particles-artriv

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

It helps you create and control rich particle effects in Phaser 4 without manually juggling emitter logic, particle lifecycle, and complex configuration.

Core Features & Use Cases

  • ParticleEmitter setup and configuration: Create emitters directly via this.add.particles and tune properties like speed, lifespan, scale, alpha, tint, color, and gravity.
  • Emission behavior control: Use flow mode for continuous effects and explode mode for one-shot bursts.
  • Spatial effects and rules: Add gravity wells, emission zones (random/edge), and death zones (on enter/leave) for realistic area-bound particle behavior.
  • Runtime control and customization: Follow game objects, reserve/pool particles to avoid runtime spikes, and extend ParticleProcessor or Particle for custom per-frame behavior.

Quick Start

Use the particles skill to configure a Phaser ParticleEmitter in your Scene’s create() method so you can instantly render continuous flow or an explode burst effect.

Frequently Asked Questions about particles

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

FAQPage Schema
How do I create Phaser 4 particle effects with continuous flow or one-shot bursts?

To create Phaser 4 particle effects, configure a ParticleEmitter in your Scene's create() method using flow mode for continuous emission or explode mode for one-shot burst effects. You can tune properties like speed, lifespan, scale, and alpha directly on the emitter.

What is an emit zone and how do death zones control particle behavior in game VFX?

Emit zones shape the spatial area where particles spawn in game VFX, while death zones define containment rules that destroy particles upon entering or leaving a specified boundary. This creates realistic, area-bound particle behavior for gameplay effects.

How do I add a gravity well to a Phaser particle emitter?

Add a gravity well to a Phaser particle emitter to apply force behaviors that pull or manipulate particles toward a specific point. This creates dynamic visual effects by influencing particle trajectories during their configured lifecycle.

Can I use EmitterOp value formats to customize runtime particle rendering in Phaser?

You can use EmitterOp value formats to customize runtime particle rendering by configuring deterministic emitter properties like color, tint, scale, and alpha. Optional processors and event callbacks further extend custom per-frame behavior.

How do I avoid runtime spikes when generating particle effects in Phaser?

Avoid runtime spikes during particle effect generation by reserving and pooling particles on the emitter. This pre-allocates particle instances, preventing performance drops when emitting complex visual effects during gameplay.

Do I need to extend ParticleProcessor for custom per-frame particle behavior?

Extend ParticleProcessor or the Particle class when you need custom per-frame behavior beyond standard emitter configuration. This allows you to implement deterministic effect logic and unique visual rules for your gameplay VFX.