particles

Creates and configures particle effects in Phaser 4 using ParticleEmitter, zones, and gravity wells.

Updated Jun 10, 2026
One-click install
npx skills add https://github.com/mudman1986/quarterless --skill particles-mudman1986
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/mudman1986/quarterless/tree/main/.github/skills/particles
Command: npx skills add https://github.com/mudman1986/quarterless --skill particles-mudman1986

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, and the differences between flow and explode 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 ranges, eases, and callbacks. - Zones and Processors: Spawn particles from random or edge emission zones, kill them with death zones, and apply gravity wells or custom particle processors. - Use Case: When building an explosion effect for a game scene, use this Skill to configure a burst emitter with exploding particles, color interpolation from yellow to red, and a death zone that confines particles to the play area. ## Quick Start Ask the AI to create a Phaser 4 particle emitter for an explosion effect with 30 particles, fading scale and alpha, and a red-to-orange color gradient.

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.

What is the difference between flow and explode mode in Phaser particles?

Flow mode emits a quantity of particles every frequency milliseconds, with frequency 0 meaning every frame. Explode mode uses frequency -1 and emits a batch all at once via the explode(count, x, y) method, then stops.

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) on the emitter, optionally passing x and y offsets and a trackVisible flag. 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 set to false and that frequency is not -1, which puts the emitter in explode-only mode. Also verify the texture key is valid, since the emitter requires a loaded texture to render particles.

How do I kill particles when they leave an area in Phaser?

Add a deathZone with type 'onLeave' and a source shape that implements contains(x, y), such as a Phaser.Geom.Circle or Rectangle. Particles die when they exit the shape; use 'onEnter' to kill particles entering a region instead.