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Particle Emitter
Phaser 4.1.0
Phaser 4 examples
Particle Emitter
44
examples
Examples
44
Direct Value Particle Emitter
Demonstrates a basic particle emitter using constant numeric values for properties like speed, lifespan, and gravity.
Dynamic Particle Emitter Tint
Demonstrates how to change a particle emitter's tint property in real-time, cycling through colors using an HSV color wheel.
Emit Particles at Pointer
Demonstrates how to manually trigger a specific number of particles at the mouse pointer's location using the emitParticleAt method.
Emit Zone Loop
Demonstrates how to use the particle emitter 'complete' event to manually restart emission after a specific number of particles have been released along a geometric edge.
Emitter Alpha Tween
Demonstrates how to apply a tween to the alpha property of a particle emitter to fade the entire effect in and out.
Emitter Duration
Demonstrates how to trigger a particle emitter to run for a specific duration using the start method when an interactive event occurs.
Fire and Smoke Particle Effects
Demonstrates how to create fire, magical wisp, and smoky flame effects using particle color arrays, easing, and the advance property.
Get Particle Bounds
Demonstrates how to retrieve the bounding box of individual particles using the getBounds method and iterate through active particles with forEachAlive.
Get Particle Emitter Bounds
Demonstrates how to calculate the bounding rectangle of a particle emitter, including both current active particle bounds and pre-calculating bounds over a specific time duration.
Hold Particle
Demonstrates the hold property in a particle emitter, allowing particles to remain visible for a set duration after their active lifespan has completed.
Move Particles to Dynamic Target
Demonstrates how to use onUpdate callbacks with particle moveTo properties to make particles track a moving target like the mouse pointer.
Multiple Death Zones
Learn how to define multiple geometric shapes as death zones to instantly kill particles that enter those areas.
Multiple Edge Emit Zones
Demonstrates using multiple geometric shapes as edge emission zones for a single particle emitter, utilizing the total and quantity properties to control point distribution.
Particle Bring To Top
Demonstrates how to toggle whether newly emitted particles are rendered on top of or behind older particles using the particleBringToTop property.
Particle Emitter Bounds
Demonstrates how to confine particles within a specific rectangular area and make them bounce off the edges using the bounds and bounce properties.
Particle Emitter Custom Callbacks
Demonstrates how to use custom callback functions for particle emitter properties to dynamically update the emission coordinates based on user input.
Particle Emitter Events
Demonstrates how to listen for and respond to particle emitter lifecycle events, including start, stop, and complete events when using timed durations.
Particle Emitter Explosion
Trigger a sudden burst of particles using the explode method on a non-continuous emitter when a user clicks or touches the screen.
Particle Emitter Move To
Demonstrates how to use the moveToX and moveToY properties to direct particles toward a specific destination coordinate.
Particle Emitter Overlap with Physics Body
Demonstrates how to detect overlaps between individual particles and an Arcade Physics body to trigger collisions and destruction effects.
Particle Emitter Property Ranges
Demonstrates how to use min and max values to assign a random range to particle emitter properties, such as the initial starting position.
Particle Emitter Sort Order
Demonstrates how to control the rendering depth of particles using the sortProperty and sortOrderAsc properties to draw particles based on their horizontal position.
Particle Emitter Start and End Properties
This example demonstrates how to animate particle properties over their lifespan by defining start and end values, including the use of easing functions for movement and scale.
Particle Emitter Start End Easing
Demonstrates how to apply easing functions to particle properties, such as position and rotation, as they transition from a start value to an end value over their lifespan.
Particle Emitter Start End Random Range
Demonstrates how to use a range with start, end, and random properties to define initial particle positions.
Particle Emitter View Bounds
Demonstrates how to calculate the estimated area covered by a particle emitter using getBounds and use it for visibility checking and camera culling.
Particle Emitter with Multiple Emit Zones
Demonstrates how to attach multiple geometric shapes as emit zones to a single particle emitter, constraining particle creation to the edges of various shapes.
Particle Gravity Well
Demonstrates how to use a Gravity Well to exert gravitational force on particles, attracting them toward a specific point in the scene.
Particle onEmit and onUpdate Callbacks
Learn how to use the onEmit and onUpdate callback functions to dynamically set and update particle properties, such as simulating custom movement effects during a particle's lifespan.
Particle Overlap
Demonstrates how to use the particle emitter overlap method to detect intersections between active particles and a geometric shape, such as a Rectangle, to trigger actions like killing the particles.
Particle Property Interpolation
Demonstrates how to use linear, bezier, and Catmull-Rom interpolation to calculate particle property values from an array of coordinates over time.
Random Particle Property
Demonstrates how to use the random configuration object to assign a random value from a specified range to a particle property, such as its starting X position.
Random Particle Tint
Demonstrates how to apply a random color to each particle by passing an array of hex colors to the emitter's tint property.
Random Position Array
Use an array of values to define multiple specific spawn points for a single particle emitter.
Set Emitter Zone By Instance
Demonstrates how to dynamically switch a particle emitter's active emission zone by passing specific EdgeZone instances during pointer events.
Stepped Emitter With Yoyo
Demonstrates a particle emitter where the spawn position increments in discrete steps across a horizontal range and then reverses back.
Stepped Particle Emitter
Use the 'steps' property in a particle emitter configuration to distribute particles across a range of discrete, incremental positions.
Stop After Particle Emitter
Use the stopAfter property to limit a particle emitter to release a specific number of particles before automatically stopping.
Switching Particle Emit Zones
Demonstrates how to define multiple emission zones and switch between them dynamically using the setEmitZone method, using interactive images to trigger the changes.
Tween Particle Emitter Alpha
Demonstrates how to apply a tween directly to a Particle Emitter object to animate its overall alpha transparency and position.
Tween Particle Emitter Speed
Demonstrates how to use a Tween to dynamically animate the speed property of a Particle Emitter over time.
Tween Particle Speed X
This example shows how to use a tween to dynamically animate the horizontal speed property of a particle emitter over time.
Tween Speed Y
Demonstrates how to animate the vertical speed of a particle emitter using a Tween, causing the emission velocity to change dynamically over time.
Tweening Particle Emitter Position
This example shows how to move a particle emitter using independent tweens on its X and Y coordinates to create a dynamic motion path.