particles

Configure Phaser 4 particle emitters for flow or burst effects.

1|Updated May 3, 2026
One-click install
npx skills add https://github.com/WanderTheWeeb/papas_trauma --skill particles-wandertheweeb
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/WanderTheWeeb/papas_trauma/tree/main/skills/particles
Command: npx skills add https://github.com/WanderTheWeeb/papas_trauma --skill particles-wandertheweeb

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you build convincing particle effects in Phaser 4 without wrestling with emitter configuration details, so explosions, fire, smoke, and ambient effects look right and behave predictably.

Core Features & Use Cases

  • ParticleEmitter creation and configuration: Set up emitters directly via this.add.particles() and control key properties like lifespan, speed, scale, alpha, gravity, and texture frames.
  • Emitter operations and value formats: Use flow vs explode (burst) modes and leverage flexible emitter-op formats (static, ranges, stepped, interpolation, and callbacks).
  • Advanced behaviors for production visuals: Add gravity wells, emission zones (random/edge), death zones (enter/leave), following targets, callbacks, bounds/bounce, duration/stopAfter/advance, and sorting—using ParticleEmitter events for lifecycle hooks.

Quick Start

Use the particles skill to create a Phaser Scene particle emitter in create() and then configure it for a continuous flow or a one-shot burst by adjusting emission mode and properties.

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?

Create a Phaser 4 particle emitter in your Scene's create() method using this.add.particles(), then configure properties like lifespan, speed, scale, and texture frames to produce reusable visual effects.

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

Flow emission releases particles continuously over time, while explode (burst) mode emits all particles simultaneously as a one-shot event. You switch between them by adjusting the emitter's emission mode and properties.

How do I add gravity wells and death zones to Phaser particle emitters?

Add gravity wells and death zones to Phaser particle emitters by configuring advanced per-particle behaviors through the ParticleEmitterConfig. Death zones control particle termination on enter or leave, while gravity wells attract particles dynamically.

Can I use custom callbacks and emission zones with Phaser particle effects?

Yes, you can use custom callbacks and emission zones with Phaser particle effects. Emission zones support random or edge placement, and flexible emitter-op formats allow static values, ranges, stepped sequences, interpolation, and callbacks for particle behavior.

Does the Phaser particle emitter support lifecycle events and sorting?

The Phaser particle emitter supports lifecycle events for hooks alongside bounds, bounce, duration, stopAfter, and advance configurations. It also includes sorting functionality to manage particle rendering order within the Scene.