particles

Create and configure ParticleEmitter effects in Phaser 4 scenes.

Updated Jul 13, 2026
One-click install
npx skills add https://github.com/russellmorgan/UnderConstruction --skill particles-russellmorgan
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/russellmorgan/UnderConstruction/tree/main/.claude/skills/particles
Command: npx skills add https://github.com/russellmorgan/UnderConstruction --skill particles-russellmorgan

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 reference. ## Core Features & Use Cases - Emitter Creation and Configuration: Covers this.add.particles(), flow vs explode modes, and all EmitterOp value formats (ranges, start/end easing, random, stepped, callbacks). - Zones and Processors: Emission zones (random and edge), death zones, gravity wells, particle bounds, and custom ParticleProcessor classes. - Lifecycle and Events: Following game objects, emit/death callbacks, duration/stopAfter limits, and the start/stop/complete/explode/deathzone events. - Use Case: When adding an explosion effect to a game scene, use this Skill to write a burst emitter with scale and alpha easing, color interpolation, and a death zone confining particles to the play area. ## Quick Start Use the particles skill to create a Phaser 4 burst emitter that explodes 20 particles with fading scale and alpha at the pointer position.

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 instance directly. Configure speed, lifespan, scale, and alpha in the config object, then use flow() for continuous emission or explode() for one-shot bursts.

How to make a one-shot explosion effect with Phaser particles?▼

Set emitting: false in the emitter config so it does not auto-start, then call emitter.explode(count, x, y) to emit a batch of particles at once. Alternatively, set frequency: -1 to put the emitter in explode mode permanently.

Does Phaser 4 still have ParticleEmitterManager?▼

No, ParticleEmitterManager was removed in Phaser v3.60. The factory this.add.particles() now returns a ParticleEmitter directly, which is both a game object on the display list and the emitter itself.

How do I make particles follow a sprite in Phaser?▼

Call emitter.startFollow(target, offsetX, offsetY, trackVisible) to attach the emitter to any game object, with optional position offsets and visibility tracking. You can also set follow and followOffset directly in the emitter config.

Why are my Phaser particles not emitting?▼

Check that emitting is not false and frequency is not -1, which enables explode-only mode. Also verify the texture key is valid, since the emitter requires a loaded texture, and confirm active is true so the emitter updates at all.

What is the difference between stop and complete events in Phaser particles?▼

The stop event fires when the emitter stops emitting new particles, either from stop() or reaching a duration or stopAfter limit. The complete event fires later, when the final alive particle dies after emission has stopped.