Agent skill · Audited from source
particles
skill · phaserjs/phaserMIT licenceAudited 31 Oct 2026 · source d14f4c86f869
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit d14f4c86f869 and found no filesystem, network or shell access and no hard-coded secrets. What it does: 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,…
Cite
Cite this page
ModelsAtlas. “particles (phaserjs/phaser)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/phaserjs/particles
Trust audit
Audit 0.4.1 · source read 31 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | PASS | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha d14f4c86f869 · 31 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherphaserjs GitHub organizationOwner of the repository this skill is read from
- Source folderphaserjs/phaser/skills/particlesThe exact folder we audited
- LicenceMITAs the repository states it
- Commit pinned for this verdictd14f4c86f869A new audit runs when the source changes
- Repository statusNot archivedLast push 71 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its 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,…
---
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 -- aExcerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit d14f4c8
git clone https://github.com/phaserjs/phaser git -C phaser checkout d14f4c86f869
The author documents no install command, so this uses the repository directly. Our verdict covers commit d14f4c86f869 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
d14f4c86f869
README badge
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Sources
- github.com/phaserjs/phaser/tree/master/skills/particles — the audited source at commit d14f4c86f869 and every finding aboveObserved · 31 Oct 2026
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