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particles — Claude Code skill: Phaser 4 particle effects

A Claude Code skill that shows the agent how to build particle effects in Phaser 4: emitters, emission zones, gravity wells, value formats. Useful when sparks and smoke have to become actual code.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add phaserjs/phaser --skill particles -a claude-code
Open on GitHub

What particles does

The skill walks through Phaser 4's particle system: ParticleEmitter, emission and death zones, gravity wells, flow and explode modes, per-particle callbacks. Most of the reference goes into EmitterOp value formats. Speed, scale, alpha and position can be a fixed number, a random pick from an array, a min/max range, an eased run from start to end, or a stepped sequence.

Setup is one call: this.add.particles(x, y, texture, config) returns the emitter itself. There is no separate particle manager, so code that expects one has to be rewritten — ported examples break there first. Particles are never created by hand either; the emitter keeps its own pool.

Past that come GravityWell with an inverse-square pull, where a negative power pushes particles away, RandomZone for any object with a getRandomPoint method, and EdgeZone, which needs getPoints. The emitter is a display-list game object, so setDepth, setBlendMode and setScrollFactor all apply. The particle texture has to be loaded before the emitter is created.

What it helps with

  • fire a one-shot burst with explode instead of a flow
  • scatter sparks along a shape with RandomZone
  • pull particles toward a point with a gravity well
  • fade alpha and scale across a particle's lifetime
  • run a colour gradient over the particle life

Example prompts for the agent

  • Build a fire effect in my Phaser 4 scene: a flow emitter with a colour gradient over the particle lifespan
  • Make the emitter follow the player sprite and call `explode` when it gets hit
  • Add a gravity well that pulls the sparks toward the middle of the screen

How to install particles

1Skills CLI (Vercel)

npx skills add phaserjs/phaser --skill particles -a claude-code

2Manually: put the files in place

~/.claude/skills/particles/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/particles/

From the same set25

The whole set →
game-setup-and-config phaserjs Guides agent setup for Phaser 4 instances and GameConfig options. Useful when configuring renderers, canvas scaling, FPS caps, and pixel art settings. Claude Code CX Codex Cursor +1 1,200installs sprites-and-images phaserjs Guides agents on creating Sprite and Image objects in Phaser 4. Explains factory methods, texture frames, mixin components, and visual transforms. Claude Code CX Codex Cursor +1 1,100installs animations phaserjs Skill for creating and controlling sprite animations in Phaser 4. Covers spritesheet and atlas loading, animation creation via AnimationManager, playback, pause, chaining, and events. Claude Code CX Codex Cursor +1 1,000installs tilemaps phaserjs Guides Phaser 4 tilemap work, from loading Tiled maps to creating layers and tile collision. Use it while building tile-based game levels. Claude Code CX Codex Cursor +1 962installs v4-new-features phaserjs Skill for learning Phaser 4 updates: Filters replace FX, RenderNodes, new game objects (CaptureFrame, Gradient, Noise, SpriteGPULayer), and tint modes. Helps navigate the rewritten WebGL engine. Claude Code CX Codex Cursor +1 951installs scenes phaserjs A Phaser 4 scene reference for your coding agent: lifecycle order, transitions, parallel scenes, and the ScenePlugin queue that fires a frame later. Claude Code CX Codex Cursor +1 942installs audio-and-sound phaserjs Adds audio loading, background music, volume controls, and spatial audio to Phaser 4 games using SoundManager and the Web Audio API. Claude Code CX Codex Cursor +1 938installs scale-and-responsive phaserjs A skill to set up responsive scaling for Phaser 4 games: choose a scale mode, center the canvas, enable fullscreen, and handle window resize events. Claude Code CX Codex Cursor +1 910installs

Similar

Questions about particles

How do I install particles in Claude Code?

Run npx skills add phaserjs/phaser --skill particles -a claude-code. The skill file lands at ~/.claude/skills/particles/SKILL.md.

What does the particles skill do?

It gives the agent a reference for Phaser 4 particles: creating a ParticleEmitter, the value formats, flow versus explode mode, emission zones and gravity wells.

Do I still need a separate particle manager in Phaser 4?

No. this.add.particles() hands back the ParticleEmitter itself, which sits on the display list, and particles come from the emitter's internal pool.

Source text

SKILL.md · MIT
---
name: particles
description: "Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke."
---

# Particle System
> Creating and controlling particle effects in Phaser 4 -- ParticleEmitter creation and configuration, emitter ops (value formats), gravity wells, emission and death zones, flow vs burst modes, following game objects, and particle callbacks.

**Key source paths:** `src/gameobjects/particles/`
**Related skills:** ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md

## Quick Start

```js
// In a Scene's create() method:

// Basic continuous emitter (flow mode)
const emitter = this.add.particles(400, 300, 'flares', {
    frame: 'red',
    speed: 200,
    lifespan: 2000,
    scale: { start: 1, end: 0 },
    alpha: { start: 1, end: 0 },
    gravityY: 150
});

// One-shot burst (explode mode)
const burst = this.add.particles(400, 300, 'flares', {
    frame: 'blue',
    speed: { min: 100, max: 300 },
    lifespan: 1000,
    scale: { start: 0.5, end: 0 },
    emitting: false   // don't auto-start
});
burst.explode(20);    // emit 20 particles at once
```

## Core Concepts

### ParticleEmitter

`ParticleEmitter` extends `GameObject` and is added directly to the display list. It is both a game object (positionable, scalable, maskable) and the emitter itself. There is no separate manager -- `this.add.particles()` returns a `ParticleEmitter` instance.

**Factory signature:**
```js
this.add.particles(x, y, texture, config);
// x, y: world position (both optional, default 0)
// texture: string key or Texture instance
// config: ParticleEmitterConfig object (optional, can call setConfig later)
```

**Mixins:** AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, ScrollFactor, Texture, Transform, Visible. So you can call `setPosition()`, `setScale()`, `setDepth()`, `setBlendMode()`, `setMask()`, `setScrollFactor()`, etc.

### Particle

A lightweight object owned by its emitter. Key properties: `x`, `y`, `velocityX/Y`, `accelerationX/Y`, `scaleX/Y`, `alpha`, `angle`, `rotation`, `tint`, `life` (total ms), `lifeCurrent` (remaining ms), `lifeT` (0-1 normalized), `bounce`, `delayCurrent`, `holdCurrent`. Particles are pooled internally -- you never create them manually.

### EmitterOp Value Formats

Most config properties (speed, scale, alpha, angle, x, y, etc.) accept flexible value formats:

```js
x: 400                                        // static value
x: [100, 200, 300, 400]                       // random pick from array
x: { min: 100, max: 700 }                     // random float in range
x: { min: 100, max: 700, int: true }          // random integer
x: { random: [100, 700] }                     // random integer shorthand
scale: { start: 0, end: 1 }                   // ease over lifetime (default linear)
scale: { start: 0, end: 1, ease: 'bounce.out' }  // custom ease
scale: { start: 4, end: 0.5, random: true }   // random start, ease to end
x: { values: [50, 500, 200, 800], interpolation: 'catmull' }  // interpolation
x: { steps: 32, start: 0, end: 576 }          // stepped sequential
x: { steps: 32, start: 0, end: 576, yoyo: true }  // stepped with yoyo
x: {                                           // custom callbacks
    onEmit: (particle, key, t, value) => value,
    onUpdate: (particle, key, t, value) => value
}
x: (particle, key, t, value) => value + 50    // emit-time callback shorthand
```

**Emit-only** (no onUpdate): `angle`, `delay`, `hold`, `lifespan`, `quantity`, `speedX`, `speedY`.
**Emit + Update** (support start/end, onUpdate): `accelerationX/Y`, `alpha`, `bounce`, `maxVelocityX/Y`, `moveToX/Y`, `rotate`, `scaleX/Y`, `tint`, `x`, `y`.

### Flow vs Explode (Burst)

**Flow mode** (`frequency >= 0`): emits `quantity` particles every `frequency` ms. Default is `frequency: 0` (every frame) with `emitting: true`.

**Explode mode** (`frequency = -1`): emits a batch all at once, then stops.

```js
emitter.flow(100, 5);           // 5 particles every 100ms
emitter.flow(100, 5, 50);       // auto-stop after 50 total
emitter.explode(30, 200, 400);  // burst 30 at position
emitter.explode(30);            // burst at emitter position
```

## Common Patterns

### Scale, Alpha, and Color Over Lifetime

```js
// Scale and alpha with custom easing
this.add.particles(400, 300, 'spark', {
    lifespan: 2000,
    speed: 100,
    scale: { start: 1, end: 0, ease: 'power2' },
    alpha: { start: 1, end: 0, ease: 'cubic.in' }
});
```

### Color Interpolation

The `color` property interpolates through an array of colors over particle lifetime (overrides `tint`):

```js
this.add.particles(400, 300, 'spark', {
    lifespan: 2000, speed: 100, scale: { start: 0.5, end: 0 },
    color: [0xfacc22, 0xf89800, 0xf83600, 0x9f0404], colorEase: 'quad.out'
});
```

### Tinting Particles

```js
this.add.particles(400, 300, 'spark', { tint: 0xff0000 });                           // static
this.add.particles(400, 300, 'spark', { tint: { start: 0xffffff, end: 0xff0000 } }); // over lifetime
```

### Gravity Wells

A `GravityWell` applies inverse-square gravitational force, pulling (or repelling with negative `power`) particles toward a point.

```js
const emitter = this.add.particles(400, 300, 'spark', {
    speed: 100, lifespan: 4000, scale: { start: 0.4, end: 0 }, quantity: 2
});

const well = emitter.createGravityWell({
    x: 400, y: 300, power: 2, epsilon: 100, gravity: 50
});

// Update at runtime
well.x = 300;
well.power = -1;  // negative = repel

// Or create manually and add
const well2 = new Phaser.GameObjects.Particles.GravityWell(500, 200, 3, 100, 50);
emitter.addParticleProcessor(well2);
emitter.removeParticleProcessor(well2);
```

### Emission Zones (Random)

A `RandomZone` spawns particles at random positions within a shape. The source must have a `getRandomPoint(point)` method -- all Phaser geometry classes (Circle, Ellipse, Rectangle, Triangle, Polygon, Line) support this, or provide a custom source:

```js
// Using built-in geometry
this.add.particles(400, 300, 'spark', {
    speed: 50, lifespan: 2000,
    emitZone: { type: 'random', source: new Phaser.Geom.Circle(0, 0, 100) }
});

// Custom source object (any object with getRandomPoint)
emitter.addEmitZone({
    type: 'random',
    source: {
        getRandomPoint: (point) => {
            const a = Math.random() * Math.PI * 2;
            point.x = Math.cos(a) * 100;
            point.y = Math.sin(a) * 50;
            return point;
        }
    }
});
```

### Emission Zones (Edge)

An `EdgeZone` places particles sequentially along shape edges. The source must have a `getPoints(quantity, stepRate)` method. Curves, Paths, and all geometry shapes support this:

```js
this.add.particles(400, 300, 'spark', {
    lifespan: 1500, speed: 20,
    emitZone: {
        type: 'edge',
        source: new Phaser.Geom.Circle(0, 0, 150),
        quantity: 48,     // number of points on edge (use 0 with stepRate instead)
        yoyo: false,      // reverse direction at ends
        seamless: true    // remove duplicate endpoint
    }
});

// Or add post-creation with any source that has getPoints
emitter.addEmitZone({ type: 'edge', source: geom, quantity: 50, yoyo: false, seamless: true });
```

**Multiple emission zones:** Pass an array to `emitZone` or call `addEmitZone()` multiple times. Zones iterate in sequence. The `total` property controls how many particles emit before rotating to the next zone (-1 = never rotate).

```js
this.add.particles(400, 300, 'spark', {
    emitZone: [
        { type: 'random', source: new Phaser.Geom.Circle(0, 0, 50) },
        { type: 'random', source: new Phaser.Geom.Circle(200, 0, 50) }
    ]
});
```

### Death Zones

A `DeathZone` kills particles when they enter (or leave) a region. The source must have a `contains(x, y)` method.

```js
// Kill particles entering a rectangle
this.add.particles(400, 100, 'spark', {
    speed: 200, lifespan: 5000, gravityY: 100,
    deathZone: { type: 'onEnter', source: new Phaser.Geom.Rectangle(300, 400, 200, 50) }
});

// Kill particles leaving a circle (confine to area)
this.add.particles(400, 300, 'spark', {
    speed: 100, lifespan: 5000,
    deathZone: { type: 'onLeave', source: new Phaser.Geom.Circle(400, 300, 150) }
});

// Custom death zone source (any object with contains)
emitter.addDeathZone({
    type: 'onEnter',
    source: { contains: (x, y) => x > 600 && y > 400 }
});
```

### Following a Game Object

```js
const player = this.add.sprite(100, 100, 'player');
const emitter = this.add.particles(0, 0, 'spark', {
    speed: 50, lifespan: 800, scale: { start: 0.5, end: 0 }
});

emitter.startFollow(player);                       // follow position
emitter.startFollow(player, 10, -20);              // with offset
emitter.startFollow(player, 0, 0, true);           // track visibility too
emitter.stopFollow();

// Or via config:
this.add.particles(0, 0, 'spark', { follow: player, followOffset: { x: 0, y: -20 } });
```

### Particle Callbacks

```js
// Via config
const emitter = this.add.particles(400, 300, 'spark', {
    speed: 100, lifespan: 2000,
    emitCallback: (particle, emitter) => { /* on emit */ },
    deathCallback: (particle) => { /* on death */ }
});

// Or set after creation
emitter.onParticleEmit((particle, emitter) => { /* ... */ });
emitter.onParticleDeath((particle) => { /* ... */ });

// Iterate alive/dead particles
emitter.forEachAlive((particle, emitter) => { /* particle.x, particle.lifeT */ });
```

### Duration, StopAfter, and Advance

```js
// Auto-stop after 3 seconds (alive particles continue until they expire)
this.add.particles(400, 300, 'spark', { speed: 100, duration: 3000 });

// Emit exactly 50 particles then stop
this.add.particles(400, 300, 'spark', { speed: 100, stopAfter: 50 });

// Pre-warm: fast-forward 2 seconds so particles visible on first frame
this.add.particles(400, 300, 'spark', { speed: 100, lifespan: 2000, advance: 2000 });
// Or manually: emitter.fastForward(2000, 50);
```

### Particle Bounds (Bounce)

```js
this.add.particles(400, 300, 'spark', {
    speed: 200, lifespan: 5000, bounce: 0.8,
    bounds: { x: 100, y: 100, width: 600, height: 400 },
    collideLeft: true, collideRight: true, collideTop: true, collideBottom: true
});
// Or: emitter.addParticleBounds(100, 100, 600, 400);
```

### Texture Frames and Animations

```js
// Random frame per particle
this.add.particles(400, 300, 'flares', { frame: ['red', 'green', 'blue'] });

// Sequential frames cycling through with quantity per frame
this.add.particles(400, 300, 'flares', {
    frame: { frames: ['red', 'green', 'blue'], cycle: true, quantity: 4 }
});

// Particle animation (plays anim over particle lifetime)
this.add.particles(400, 300, 'explosion', { anim: 'explode_anim', lifespan: 1000 });

// Multiple anims, randomly assigned
this.add.particles(400, 300, 'sheet', {
    anim: { anims: ['fire', 'smoke'], cycle: false, quantity: 1 }
});
```

### Sorting Particles

```js
this.add.particles(400, 300, 'spark', { sortProperty: 'y', sortOrderAsc: true });
// Or: sortCallback: (a, b) => a.y - b.y
```

### Custom Particle Processor

Extend `ParticleProcessor` to apply custom per-particle logic each frame. Implement `update(particle, delta, step, t)`:

```js
class WindProcessor extends Phaser.GameObjects.Particles.ParticleProcessor {
    constructor (windX, windY) {
        super(0, 0);
        this.windX = windX;
        this.windY = windY;
    }

    update (particle, delta, step, t) {
        particle.velocityX += this.windX * step;
        particle.velocityY += this.windY * step;
    }
}

emitter.addParticleProcessor(new WindProcessor(0.5, 0));
```

### Custom Particle Class

Extend `Particle` and override `update` for per-particle behavior. Set via `particleClass` in config:

```js
class TrailParticle extends Phaser.GameObjects.Particles.Particle {
    update (delta, step, processors) {
        const result = super.update(delta, step, processors);
        this.alpha = this.lifeT;  // custom: alpha matches life progress
        return result;  // must return true if particle is still alive
    }
}

this.add.particles(400, 300, 'spark', {
    particleClass: TrailParticle,
    speed: 100, lifespan: 2000
});
```

## Configuration Reference

### ParticleEmitterConfig -- Simple Properties

| Property | Type | Default | Description |
|---|---|---|---|
| `active` | boolean | `true` | False = emitter does not update at all |
| `emitting` | boolean | `true` | False = no new particles (alive ones still update) |
| `blendMode` | string/number | `0` | Blend mode for rendering |
| `frequency` | number | `0` | ms between flow cycles; 0 = every frame; -1 = explode |
| `gravityX`, `gravityY` | number | `0` | Gravity in px/s^2 |
| `maxParticles` | number | `0` | Hard limit on total particle objects (0 = unlimited) |
| `maxAliveParticles` | number | `0` | Max alive particles at once (0 = unlimited) |
| `duration` | number | `0` | Auto-stop after ms (0 = forever) |
| `stopAfter` | number | `0` | Auto-stop after N particles emitted (0 = unlimited) |
| `advance` | number | `0` | Fast-forward on creation (ms) |
| `radial` | boolean | `true` | True = speed+angle; false = speedX/speedY |
| `particleBringToTop` | boolean | `true` | New particles render on top |
| `timeScale` | number | `1` | Time multiplier for updates |
| `follow` | Vector2Like | `null` | Object to follow |
| `followOffset` | Vector2Like | | Offset from follow target |
| `trackVisible` | boolean | `false` | Match follow target's visibility |
| `reserve` | number | | Pre-allocate particle objects |
| `particleClass` | function | `Particle` | Custom particle class |
| `sortProperty` | string | | Particle property to sort by |
| `sortOrderAsc` | boolean | | Sort ascending if true |

### ParticleEmitterConfig -- EmitterOp Properties

All accept the flexible value formats described above.

| Property | Default | E/U | Description |
|---|---|---|---|
| `x`, `y` | `0` | E+U | Particle offset from emitter |
| `speed` | `0` | E | Radial speed (sets speedX, deactivates speedY) |
| `speedX`, `speedY` | `0` | E | Directional speed (sets radial=false) |
| `angle` | `{min:0,max:360}` | E | Emission angle in degrees |
| `scale` | `1` | E+U | Uniform scale (sets scaleX, deactivates scaleY) |
| `scaleX`, `scaleY` | `1` | E+U | Non-uniform scale |
| `alpha` | `1` | E+U | Alpha transparency |
| `rotate` | `0` | E+U | Rotation in degrees |
| `tint` | `0xffffff` | E+U | Tint color (WebGL) |
| `color` | | E+U | Color array to interpolate (overrides tint) |
| `colorEase` | | | Ease for color interpolation |
| `lifespan` | `1000` | E | Lifetime in ms |
| `delay` | `0` | E | Delay before visible (ms) |
| `hold` | `0` | E | Hold at end of life before dying (ms) |
| `quantity` | `1` | E | Particles per flow cycle |
| `accelerationX/Y` | `0` | E+U | Acceleration (px/s^2) |
| `maxVelocityX/Y` | `10000` | E+U | Max velocity |
| `bounce` | `0` | E+U | Bounce restitution (0-1) |
| `moveToX`, `moveToY` | `0` | E+U | Target position (overrides angle/speed) |

*E = emit-only, E+U = emit + update (supports start/end, onUpdate)*

### Zone Config Properties

| Config Key | Type | Properties |
|---|---|---|
| `emitZone` | object or array | `{ type: 'random', source: <shape> }` |
| | | `{ type: 'edge', source: <shape>, quantity, stepRate, yoyo, seamless, total }` |
| `deathZone` | object or array | `{ type: 'onEnter'\|'onLeave', source: <shape> }` |
| `bounds` | object | `{ x, y, width, height }` or `{ x, y, w, h }` |

## Events

All events are emitted on the `ParticleEmitter` instance itself.

| Event | String | Callback Args | When |
|---|---|---|---|
| `START` | `'start'` | `(emitter)` | `start()` is called and emitter begins emitting |
| `STOP` | `'stop'` | `(emitter)` | `stop()` is called, or duration/stopAfter limit reached |
| `COMPLETE` | `'complete'` | `(emitter)` | Final alive particle dies after emitter has stopped |
| `EXPLODE` | `'explode'` | `(emitter, particle)` | `explode()` is called |
| `DEATH_ZONE` | `'deathzone'` | `(emitter, particle, zone)` | A death zone kills a particle |

```js
emitter.on('stop', (emitter) => { /* stopped emitting */ });
emitter.on('complete', (emitter) => { /* all particles dead */ });
emitter.on('deathzone', (emitter, particle, zone) => { /* ... */ });
```

## API Quick Reference

### ParticleEmitter Key Methods

**Lifecycle:** `start(advance?, duration?)`, `stop(kill?)`, `pause()`, `resume()`, `flow(frequency, count?, stopAfter?)`, `explode(count?, x?, y?)`, `emitParticleAt(x?, y?, count?)`, `emitParticle(count?, x?, y?)`, `fastForward(time, delta?)`.

**Config:** `setConfig(config)`, `updateConfig(config)`.

**Following:** `startFollow(target, offX?, offY?, trackVisible?)`, `stopFollow()`.

**Zones:** `addEmitZone(config)`, `removeEmitZone(zone)`, `clearEmitZones()`, `addDeathZone(config)`, `removeDeathZone(zone)`, `clearDeathZones()`.

**Processors:** `createGravityWell(config)`, `addParticleProcessor(processor)`, `removeParticleProcessor(processor)`, `getProcessors()`.

**Bounds:** `addParticleBounds(x, y, w, h, collideL?, collideR?, collideT?, collideB?)`.

**Callbacks/Iteration:** `onParticleEmit(cb, ctx?)`, `onParticleDeath(cb, ctx?)`, `killAll()`, `forEachAlive(cb, ctx?)`, `forEachDead(cb, ctx?)`.

**Counts:** `getAliveParticleCount()`, `getDeadParticleCount()`, `getParticleCount()`, `atLimit()`, `reserve(count)`.

**Property setters:** `setParticleSpeed(x, y?)`, `setParticleScale(x, y?)`, `setParticleGravity(x, y)`, `setParticleAlpha(value)`, `setParticleTint(value)`, `setParticleLifespan(value)`, `setEmitterAngle(value)`, `setQuantity(qty)`, `setFrequency(freq, qty?)`, `setRadial(value)`, `setEmitterFrame(frames, random?, qty?)`, `setAnim(anims, random?, qty?)`.

**Sorting:** `setSortProperty(property, ascending?)`, `setSortCallback(callback)`, `depthSort()`.

**Utility:** `getBounds(padding?, advance?, delta?, output?)`, `overlap(target)`.

### GravityWell

| Property/Method | Description |
|---|---|
| `x`, `y` | World position of the well |
| `power` | Force strength (negative to repel) |
| `epsilon` | Min distance for force calc (default 100) |
| `gravity` | Gravitational constant (default 50) |
| `active` | Enable/disable processing (inherited from ParticleProcessor) |

**Constructor:** `new GravityWell(x, y, power, epsilon, gravity)` or `new GravityWell(config)` where config is `{ x, y, power, epsilon, gravity }`.

## Gotchas

- **No ParticleEmitterManager:** Removed in v3.60. `this.add.particles()` returns a `ParticleEmitter` directly.
- **`speed` vs `speedX`/`speedY`:** `speed` sets speedX and deactivates speedY (radial). `speedX`/`speedY` switches to point mode (`radial: false`).
- **`scale` vs `scaleX`/`scaleY`:** `scale` applies to scaleX and deactivates scaleY. Use both for non-uniform scaling.
- **`color` overrides `tint`:** They are mutually exclusive; `color` (array) takes priority.
- **`moveToX`/`moveToY`:** Both must be set to activate. Overrides `angle` and `speed`.
- **`emitting` vs `active`:** `emitting: false` = no new particles but alive ones update. `active: false` = entire emitter frozen.
- **`stop` vs `complete`:** `'stop'` fires when emission stops. `'complete'` fires when the last alive particle dies.
- **`frequency: 0`:** Means emit every frame (max rate), not "never." Use `emitting: false` to prevent emission.
- **`frequency: -1`:** Puts the emitter in explode mode -- it will not flow automatically. Use `explode()` to emit bursts.
- **`hold` freezes particle:** After lifespan expires, `hold` keeps the particle visible and frozen for the specified ms before it dies. Useful for trail/lingering effects.
- **`advance` fast-forwards:** Pre-warms the emitter by simulating the given ms on creation, so particles are already visible on the first frame.
- **`reserve(count)` pre-allocates:** Call `reserve()` or set `reserve` in config to pre-create particle objects upfront, avoiding GC spikes during gameplay from on-demand allocation.
- **Zone source methods:** RandomZone needs `getRandomPoint(point)`. EdgeZone needs `getPoints(quantity, stepRate)`. DeathZone needs `contains(x, y)`.
- **Particle pool:** `maxParticles` limits total objects (not alive count). Use `maxAliveParticles` for visible limit.
- **Texture required:** The emitter needs a valid texture key. Use `frame` config for multi-frame textures.

## Source Files

See `references/REFERENCE.md` for the full source file map. Key entry points: `src/gameobjects/particles/ParticleEmitter.js` (main class), `src/gameobjects/particles/Particle.js` (individual particle), `src/gameobjects/particles/zones/` (zone classes).

© phaserjs · MIT · phaserjs/phaser

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