particles

Create and manipulate Phaser 4 particle effects with zones and gravity influences.

3|Updated Apr 18, 2026
One-click install
npx skills add https://github.com/Autinhorse/levelcraft --skill particles-autinhorse
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/Autinhorse/levelcraft/tree/main/games/docs/phaser-skills/particles
Command: npx skills add https://github.com/Autinhorse/levelcraft --skill particles-autinhorse

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill enables developers to design and control particle effects in Phaser 4, enhancing visual impact with animations like explosions, smoke, and fire.

Core Features & Use Cases

  • Particle Emission: Configure and generate particles with various shapes, textures, and behaviors to enrich game scenes.
  • Physics Interactions: Apply gravity wells, collision bounds, and death zones to particles for realistic effects.
  • Use Case: Create a smoke trail behind a moving object or simulate explosions with burst emissions that react to game events.

Quick Start

Use this skill to generate an explosion effect with particles that burst outward with gravity and color transitions.

Frequently Asked Questions about particles

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

FAQPage Schema
How do I create particle effects for explosions and smoke trails in Phaser 4?

Particle effects in Phaser 4 are created by configuring emitters for burst emissions and applying gravity or death zones to simulate realistic explosions and smoke trails behind moving objects.

Can I apply physics interactions like gravity and collision bounds to particle effects?

Yes, particle effects support physics interactions by applying gravity wells, collision bounds, and death zones to particles, enabling realistic dynamic behaviors and zone interactions in game scenes.

How do emission zones and particle callbacks work in Phaser 4?

Emission zones define specific areas where particles generate, while particle callbacks execute custom logic during the particle lifecycle, enabling dynamic control over complex particle behavior and sorting.

What is the best way to optimize particle effects performance in Phaser games?

Performance optimization for particle effects is achieved through custom particle classes, sorting configurations, and dynamic control over emitter behavior to efficiently manage complex visual animations.

Does this particle effects approach support custom particle classes and dynamic control?

Yes, the approach supports custom particle classes and dynamic control over particle behavior, allowing developers to manipulate complex emitter configurations and interactions for enhanced game visuals.

Why use death zones when configuring particle emitters in Phaser 4?

Death zones are used with particle emitters to define boundaries that instantly destroy particles upon entering or exiting, optimizing performance and controlling where visual effects like smoke and fire dissipate.