Phaser AE

Particle textures

Free packv3.0.0-22DLook

Ten classic particle shapes painted into the atlas at start, white with alpha, so an effect needs no image file and any emitter can tint them. They are the frames the `vfx-*` effect packs draw with.

This is a Free pack. Every phaser.io account can use it in their games.

Released October 14, 2026 · updated October 19, 2026

Particle textures: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

When the game starts the pack paints each shape into the kernel's atlas under a particle: key, at a square size you choose, 64 pixels by default. An emitter then names a frame such as particle:soft or particle:spark, or a list of frames to pick from at random per particle, and colours it with its own colour settings. Nothing is downloaded, so a game with particles has no particle images to ship or wait for, and a headless run registers the keys without pixels so a replay still works.

Features

  • Ten shapes — particle:disc, soft, flare, ring, star, spark, petal, square, pixel and smoke, listed in PARTICLE_TEX_KINDS.
  • White with alpha — every shape takes the emitter's colour, ramp or palette.
  • No files — painted at start, ten cells of the atlas, once.
  • One size option — the texture size for every shape except the pixel, which is always 4×4.

Good for

  • Fire, magic and glows, with the soft glow and the flare.
  • Sparkles and pickups, with the star.
  • Sparks and rain, with the thin streak aligned to the particle's velocity.
  • Shockwaves and bubbles, with the ring.
  • Falling leaves and blossom, with the petal.
  • Confetti, debris, embers and dust, with the square, the pixel and the smoke puff.

Make it yours

The one option, size, sets how large each shape is painted, so a game can trade sharpness for atlas space. Colour, size, rotation and blending come from the emitter. Two different uses: a retro game drawing every effect from the 4×4 pixel and the square, tinted per explosion; and a soft fantasy game mixing the soft glow and the star at random in one emitter for sparkling magic, with petals drifting past in the background. When an effect needs a real photographic bubble or blossom, load that image and name its key instead.

A quick look

A tinted star emitter, and one that picks a glow or a star per particle:

game.particles.emitter({ frame: 'particle:star', color: '#ffd166', size: 8, rate: 20 });
game.particles.emitter({ frame: ['particle:soft', 'particle:star'], rate: 20 });

Works with

  • particles-2d — the emitters that draw these frames.
  • vfx-* — every ready-made 2D effect pack requires this one.
  • art-2d — sprites, tiles and items drawn the same way, with no art files.

Good to know

  • Ten shapes, all symmetric and white: a specific look needs its own image.
  • The shapes are painted with Canvas 2D gradients; without OffscreenCanvas the keys exist and draw as the white pixel.
  • 2D only.

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