particles

Create and control Phaser 4 particle effects with emitters, zones, and per-particle behaviors.

Updated Apr 16, 2026
One-click install
npx skills add https://github.com/GiantCroissant-Lunar/proto-breakout --skill particles-giantcroissant-lunar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/GiantCroissant-Lunar/proto-breakout/tree/main/.agent/skills/01-phaser/particles
Command: npx skills add https://github.com/GiantCroissant-Lunar/proto-breakout --skill particles-giantcroissant-lunar

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Particle effects are essential for engaging visuals, but building and tuning them in Phaser 4 can be complex and time-consuming without a cohesive guide and utilities.

Core Features & Use Cases

  • Flow vs explode emission modes with flexible timing, speed, and lifespan to produce continuous trails or bursts.
  • Emission zones (random, edge) and death zones to shape particle distribution and lifetime.
  • Gravity wells, color interpolation, tinting, and per-particle callbacks for rich visuals.
  • Follow targets, bounds checks, and particle processors to customize motion and behavior in gameplay.

Quick Start

Create a Phaser 4 scene, add a particle emitter with a texture, and start a continuous flow emission.

Frequently Asked Questions about particles

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

FAQPage Schema
How do I create dynamic particle effects in Phaser 4?

To create particle effects in Phaser 4, set up a particle emitter in your scene with a texture, then choose between continuous flow or burst explode emission modes, adjusting speed, lifespan, and timing to shape the visual output.

What is the difference between flow and explode emission modes in Phaser 4 particle systems?

Flow emission generates continuous particle trails over time, while explode emission produces immediate burst effects. Both modes support flexible timing, speed, and lifespan configurations for dynamic visual behaviors in game development.

How do I shape particle distribution using emission zones and death zones in Phaser?

Emission zones control particle spawning by defining random or edge distribution areas, while death zones destroy particles upon contact, allowing precise shaping of particle lifetime and spatial behavior across the game scene.

Can I apply gravity wells and color interpolation to individual particles in Phaser 4?

Yes, Phaser 4 particle emitters support gravity wells to influence motion, alongside color interpolation, tinting, and per-particle callbacks, enabling rich visual customization and per-particle behavior modifications throughout the lifecycle.

How to make a particle emitter follow a target in Phaser 4 game development?

Use the follow target mechanic to attach a particle emitter to a moving game object, combined with bounds checks and custom particle processors to control motion and customize behavior dynamically during gameplay.