particles

Configure Phaser 4 ParticleEmitter zones, gravity wells, and particle properties.

Updated Apr 26, 2026
One-click install
npx skills add https://github.com/kehwar/pixi-square --skill particles-kehwar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/kehwar/pixi-square/tree/main/.agents/skills/particles
Command: npx skills add https://github.com/kehwar/pixi-square --skill particles-kehwar

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Creating and controlling particle effects in Phaser 4 can be verbose and error-prone; this skill provides a structured approach to build, configure, and manage ParticleEmitter-based visuals.

Core Features & Use Cases

  • Flow and explode emission modes to simulate continuous rain of particles or dramatic bursts.
  • Zone systems (Random, Edge) and Death Zones to place and constrain particles precisely.
  • Gravity wells, particle properties (speed, lifespan, tint, color), follow, and callbacks for dynamic effects.
  • Reusable APIs and processors to compose complex visuals like sparks, smoke, and magic trails across scenes.

Quick Start

Create a Phaser 4 particle system with emitters to render flow and burst effects in a game scene.

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 for continuous flow and burst emissions?

To create Phaser 4 particle effects, configure a ParticleEmitter with flow emission for continuous rain-like visuals or explode emission for dramatic bursts, setting properties like speed, lifespan, and tint directly in your game scene.

How do Phaser 4 particle zones work for constraining emit areas?

Phaser 4 particle zones control where particles spawn and disappear. Random and Edge zones define emission shapes, while Death Zones remove particles entering specific areas, enabling precise placement and constraint of particle visuals.

Can I use gravity wells to influence particle movement in Phaser 4?

Yes, you can apply gravity wells to Phaser 4 particle emitters. Gravity wells act as particle processors that dynamically pull or push emitted particles, allowing you to simulate complex physics-based visual effects like swirling magic trails.

What is the best way to configure reusable particle systems across multiple game scenes?

The best way to configure reusable particle systems is using structured lifecycle APIs and particle processors. This approach lets you compose complex visuals like smoke and sparks reliably, managing emitter properties and callbacks across different scenes.

Does Phaser 4 support dynamic particle properties like tint and follow behaviors?

Yes, Phaser 4 particle emitters support dynamic properties including speed, lifespan, tint, and color. You can also enable follow behaviors and callbacks to make particle effects track game objects and respond to scene events dynamically.