particles

Create and configure particle effects in Phaser 4 using ParticleEmitter, zones, and gravity wells.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/onemanking/the-operator --skill particles-onemanking
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/onemanking/the-operator/tree/main/.github/skills/particles
Command: npx skills add https://github.com/onemanking/the-operator --skill particles-onemanking

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building particle effects like explosions, fire, smoke, and trails in Phaser 4 requires knowing the ParticleEmitter API, its flexible EmitterOp value formats, and zone systems, which are easy to misconfigure without a structured reference. ## Core Features & Use Cases - Emitter Creation and Configuration: Create flow or burst emitters with this.add.particles(), control speed, scale, alpha, tint, color interpolation, lifespan, and gravity. - Zones and Processors: Define random and edge emission zones, death zones, particle bounds with bounce, and gravity wells that attract or repel particles. - Advanced Control: Follow game objects, use particle callbacks and events, pre-warm emitters with advance, write custom particle classes and processors. - Use Case: Add an explosion effect to a game by creating a burst emitter with explode(), random frames from a sprite sheet, and scale/alpha easing over particle lifetime. ## Quick Start Ask the AI to create a Phaser 4 particle emitter for an explosion effect using a sprite texture with burst mode and fading scale.

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. It returns a ParticleEmitter instance directly, since the ParticleEmitterManager was removed in v3.60. Configure speed, lifespan, scale, and alpha in the config object.

How do I make a one-shot explosion effect with Phaser particles?

Set frequency to -1 or emitting to false in the config, then call emitter.explode(count) to emit a burst of particles at once. You can also pass x and y to explode() to burst at a specific position.

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 one batch only when explode() is called, then stops.

How do I make particles follow a game object in Phaser?

Call emitter.startFollow(target) with optional x and y offsets, or set the follow and followOffset properties in the emitter config. Use stopFollow() to detach, and trackVisible to match the target's visibility.

Why are my Phaser particles not emitting?

Check that emitting is not false and 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 enter an area in Phaser?

Add a deathZone with type onEnter and a source shape that has a contains(x, y) method, such as a Phaser.Geom.Rectangle. Use type onLeave instead to kill particles that exit a region, confining them to an area.