dev-phaser-particles

Create particle emitter effects like fire, smoke, and explosions in Phaser 3 games.

1|Updated Mar 19, 2026
One-click install
npx skills add https://github.com/fiando/bake-tycoon --skill dev-phaser-particles-fiando
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: dev-phaser-particles
Source: https://github.com/fiando/bake-tycoon/tree/main/.github/skills/dev-phaser-particles
Command: npx skills add https://github.com/fiando/bake-tycoon --skill dev-phaser-particles-fiando

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires phaser.

What problem does it solve? Building visual effects manually with custom particle classes creates garbage collection pressure, lacks texture and blend mode support, and requires hand-written lifecycle management. This Skill provides Phaser 3 particle emitter patterns that handle pooling, rendering, and lifecycle automatically. ## Core Features & Use Cases - Emitter Configurations: Ready-to-use configs for fire, smoke, explosions, rain, trails, and magic sparkles with speed, scale, alpha, and lifespan controls. - Advanced Patterns: Emit zones (edge, random), death zones, per-particle onEmit callbacks, and emitters that follow game objects via startFollow(). - Particle Manager: A reusable ParticleManager class with named presets for triggering, following, stopping, and destroying emitters across scenes. - Use Case: Add a click-triggered explosion with additive blending and a player trail effect to a Phaser game scene in a few lines of TypeScript. ## Quick Start Add a Phaser particle emitter to my game scene that creates an explosion effect when the player clicks.

Frequently Asked Questions about dev-phaser-particles

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a particle explosion effect in Phaser 3?▼

Create a particle emitter with emitting set to false, configure speed, angle, scale, and alpha ranges, then call explode(quantity, x, y) at the desired position. A typical explosion uses 30 particles with a 600ms lifespan and ADD blend mode.

How to make particles follow a game object in Phaser?▼

Call startFollow(target) on the particle emitter, passing any Phaser GameObject such as the player sprite. The emitter updates its position each frame, which works well for trails and engine exhaust effects.

What blend mode should I use for fire effects in Phaser?▼

Use the ADD blend mode for fire, sparks, and magic effects because it brightens overlapping particles. Use NORMAL for most effects, MULTIPLY for smoke and shadows, and SCREEN for glowing effects.

Why do Phaser particles hurt performance on mobile?▼

Performance degrades when too many particles emit per frame, textures are oversized, or blend modes are overused. Limit particle counts, tune frequency and lifespan, create emitters once in create() rather than in update(), and stop unused emitters.

How do emit zones and death zones work in Phaser particles?▼

Emit zones spawn particles within or along a geometric shape like a Rectangle or Circle using setEmitZone with random or edge types. Death zones kill particles entering a defined area via setDeathZone with the onEnter type.