particles

Create Phaser 4 particle emitters with flow and explode modes.

Updated Apr 20, 2026
One-click install
npx skills add https://github.com/Raphe-dev/phaser-cozy-mmo --skill particles-raphe-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/Raphe-dev/phaser-cozy-mmo/tree/main/skills/particles
Command: npx skills add https://github.com/Raphe-dev/phaser-cozy-mmo --skill particles-raphe-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Streamlines building advanced particle effects in Phaser 4.

Core Features & Use Cases

  • ParticleEmitter creation and configuration for both flow and explode modes.
  • Emission zones, gravity wells, death zones, and bounds to shape particle behavior.
  • Color interpolation, tinting, callbacks, and follow-based visuals for dynamic effects.
  • Common use cases include explosions, fire, smoke, magic trails, and UI embellishments.

Quick Start

Create an emitter in a Scene's create() method and configure its texture, speed, lifespan, and emission mode to start producing particles immediately.

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?

To create a particle emitter in Phaser 4, configure a ParticleEmitter within a Scene's create() method by defining its texture, speed, lifespan, and emission mode to start producing particles immediately.

What is the difference between flow and explode modes for particle effects?

Flow and explode modes govern how a ParticleEmitter releases particles in Phaser 4. Flow emits particles continuously over time, while explode releases them all at once for burst effects.

How do gravity wells and death zones shape particle behavior in Phaser?

Gravity wells attract particles toward a point, while death zones destroy particles upon contact. Combining these with emission zones and bounds shapes particle behavior for dynamic visual effects.

Can I animate color transitions and tinting for particle effects?

Yes, Phaser 4 particle effects support color interpolation and tinting. You can configure color transitions and use callbacks to create dynamic, shifting visuals for fire, smoke, and magic trails.

Does this particle system approach work for UI embellishments and magic trails?

Yes, this particle system works for UI embellishments and magic trails. It supports follow-based visuals, allowing emitters to track game objects for continuous dynamic effects.

What are the limitations of using ParticleEmitter bounds for explosions?

ParticleEmitter bounds confine particles to a specific area. For explosions, restricting bounds prevents particles from spreading naturally, so use bounds cautiously to avoid clipping the visual effect.