---
title: "Particles: API"
package: "@phaser-ae/particles-2d"
tier: Free
version: 3.0.0-5
released: 2026-10-14
updated: 2026-10-19
description: "The 2D particle system for fire, smoke, sparks, rain, snow, magic, debris and confetti, with emitters that sort and move like any sprite."
url: https://phaser.io/packs/particles-2d/api
site: Phaser - https://phaser.io
---

# Particles: API

`@phaser-ae/particles-2d` — 2D particle emitters as game objects: fire, smoke, sparks, snow, confetti and debris, every value an op, ready effects from the vfx packs.

## The pack

### `particles2d`

```ts
function particles2d(opts: Particles2dOptions = {}): Pack<{ particles: ParticlesApi }, ParticleTopics>
```

The 2D particles pack: emitters as roster objects drawn through the aggregate seam in their sorted place,
every value an op, effects from `vfx-*` packs (registry kind `vfx`). Simulates in the `particles-2d.update`
step after physics; follows in `particles-2d.follow`. Headless-safe; needs a 2D world.

## Helpers

### `registerVfx`

```ts
function registerVfx(k: { registry: { add(kind: string, def: VfxDef): void } }, def: VfxDef): void
```

Register an effect under the registry kind `'vfx'` so `game.particles.effect(def.name)` finds it: the one-liner a `vfx-*` pack's
attach is, and a game's own effect as `registerVfx(game.kernel, def)`. Throws on an emitter without a name. The same name
again replaces the definition (a scene that registers its effects every time it enters): the next `effect(name)` plays the
new one, and finished copies of the old one kept to play again are let go. Two packs registering one name still fail at compose.

## Types

### `AnimOp`

```ts
type AnimOp = { frames: ReadonlyArray<string | number>; fps: number; loop?: boolean } | { frames: ReadonlyArray<string | number>; over: 'life' }
```

A sprite-sheet animation on each particle: at `fps` (looping or not), or stretched over its life.

### `Bounds`

```ts
interface Bounds
```

A world-space rectangle particles stay inside.

- `x: number` — Left.
- `y: number` — Top.
- `w: number` — Width.
- `h: number` — Height.
- `collide?: ReadonlyArray<'left' | 'right' | 'top' | 'bottom'>` — Which sides bounce; default all four.
- `bounce?: number` — Velocity kept on a bounce, 0..1. Default 1.
- `kill?: boolean` — Kill on contact instead of bouncing. Default false.

### `Burst`

```ts
interface Burst
```

One burst on the emitter clock.

- `at: number` — Seconds after the emitter starts.
- `count: Op` — Particles; an op.
- `cycles?: number` — Repeats. Default 1.
- `interval?: number` — Seconds between repeats. Default 0.
- `probability?: number` — 0..1 per cycle. Default 1.

### `BurstSpec`

```ts
interface BurstSpec extends Omit<EmitterConfig, 'x' | 'y' | 'angle' | 'follow' | 'offset' | 'rate' | 'frequency' | 'bursts' | 'flow' | 'emitting' | 'duration' | 'loop' | 'stopAfter' | 'delay' | 'prewarm' | 'rateOverDistance' | 'space'>
```

A one-shot burst for `game.particles.burst`: where and how many, aimed by `angle` and `spread`, and the rest a recipe
in the emitter config's own keys. Every key but `x`, `y`, `count`, `angle` and `spread` makes up the recipe: bursts
with the same recipe share one pooled emitter, so vary only those five from call to call.

- `x: number` — World x of the burst.
- `y: number` — World y of the burst.
- `count?: number` — Particles, a whole number of at least 0. Default 12.
- `angle?: number` — The burst's direction, degrees (0 is +x, 90 is down the screen). Default 0.
- `spread?: number` — The cone it fills around `angle`, degrees: 360 is all round, 30 a jet. Default 360.
- `recipe?: string` — Name the recipe: the first burst under a name sets it and later ones reuse it, whatever else they say. Needed when an op or callback is a function, which cannot be compared; otherwise the recipe is keyed by its values.

### `ColorOp`

```ts
type ColorOp = string | ReadonlyArray<string> | { random: ReadonlyArray<string> } | { values: ReadonlyArray<string>; ease?: EaseName | EaseFn } | { min: string; max: string }
```

A colour op, every colour any CSS colour: one colour · a ramp over life · pick from a list · keyed ramp with an ease · a blend between two.

### `DeathZone`

```ts
interface DeathZone
```

Where particles die: on entering a shape, or on leaving it.

- `shape: ZoneShape` — The shape, relative to the emitter (any geometry shape; a rect is centred).
- `type?: 'enter' | 'leave'` — 'enter' (default) kills inside, 'leave' kills outside.

### `EffectHandle`

```ts
interface EffectHandle
```

A spawned effect.

- `readonly anchor: Handle` — The anchor object (invisible); move it to move the effect.
- `readonly emitters: Readonly<Record<string, EmitterHandle>>` — Its emitters by name.
- `readonly name: string` — The effect name.
- `readonly complete: boolean` — True once every emitter is complete, or what the effect follows has died and its particles with it.
- `kill(): void` — Kill everything now.

### `EffectOptions`

```ts
interface EffectOptions
```

What `effect()` takes.

- `x?: number` — World x.
- `y?: number` — World y.
- `layer?: string` — The layer.
- `z?: number` — Depth.
- `follow?: Handle` — Follow this object. When it dies the effect stops emitting, a looping one too, and ends once its particles have.
- `offset?: { x?: number; y?: number }` — Offset from it.
- `scale?: number` — Multiply every distance, speed and size. Default 1.
- `angle?: number` — Rotate the whole effect, degrees. Default 0.

### `EmitterApi`

```ts
interface EmitterApi extends Required<Pick<EmitterConfig, 'rate' | 'quantity' | 'duration' | 'loop' | 'stopAfter' | 'maxAlive' | 'emitting' | 'timeScale' | 'rotation' | 'space' | 'rateOverDistance'>>
```

The emitter API on the handle's `emitter` sub-object. Eleven config keys are live properties here (`rate`, `quantity`, `duration`,
`loop`, `stopAfter`, `maxAlive`, `emitting`, `timeScale`, `rotation`, `space`, `rateOverDistance`); change any other key with `set`.

- `start(opts?: { advance?: number; duration?: number }): void` — Begin emitting; `advance` fast-forwards seconds, `duration` limits.
- `stop(kill?: boolean): void` — Stop emitting; living particles finish unless `kill`.
- `explode(count?: number, x?: number, y?: number, angle?: { min: number; max: number }): void` — A burst now, at the emitter or a point (world). `angle`, degrees, aims this burst alone: each particle's direction is drawn from `min` to `max` in place of the `angle` op (the emitter's `rotation` still applies).
- `flow(rate: number, quantity?: Op, stopAfter?: number): void` — Continuous emission: particles per second, per emission, total.
- `emit(count: number, x?: number, y?: number): void` — The primitive: `count` particles at a point (world; default the emitter).
- `fastForward(seconds: number): void` — Run the sim ahead.
- `killAll(): void` — Kill every particle.
- `readonly alive: number` — Live particles.
- `readonly dead: number` — Free slots under `max`.
- `readonly complete: boolean` — Emission is over — stopped, past `duration`, past `stopAfter`, or nothing left to emit (no flow, every burst fired) — and the pool has drained. Explode again and it clears.
- `readonly elapsed: number` — Seconds since start.
- `set<K extends keyof EmitterConfig>(key: K, value: EmitterConfig[K]): void` — Replace a config key (ops recompile). Any key of `EmitterConfig`.
- `readonly config: EmitterConfig` — The live config. Mutate its lists (`forces`, `bursts`) in place; a plain assignment to any other key is NOT seen until `set` recompiles it.

### `EmitterConfig`

```ts
interface EmitterConfig
```

The emitter config. Every number is an `Op`. Angles in degrees, distances in world units, times in seconds.

- `x?: number` — World x of the emitter object. Default 0.
- `y?: number` — World y. Default 0.
- `layer?: string` — The layer. Default the world's first.
- `z?: number` — Depth within the layer. Default 0.
- `follow?: Handle` — A handle to follow each step; when it dies the emitter stops, and goes once its last particle has.
- `offset?: { x?: number; y?: number }` — Offset from the followed object, world units.
- `space?: 'world' | 'local'` — 'world': particles stay where they were born when the emitter moves. 'local': they move with it. Default 'world'.
- `rotation?: number` — Rotation of the whole emitter, degrees: added to `angle`, rotates offsets, zones and forces. Default 0.
- `rate?: number` — Particles per second while flowing. 0 = bursts only. Default 0.
- `frequency?: number` — Milliseconds between emissions (Phaser's word); overrides `rate` when set.
- `quantity?: Op` — Particles per emission. Default 1.
- `rateOverDistance?: number` — Particles per world unit the emitter moves, emitted along its path. Default 0.
- `bursts?: ReadonlyArray<Burst>` — Timed bursts on the emitter clock.
- `duration?: number` — Seconds of emission after start; 0 = forever. Default 0.
- `loop?: boolean` — Restart after `duration`. Default false.
- `delay?: number` — Seconds before the emitter starts emitting. Default 0.
- `stopAfter?: number` — Stop after this many particles. 0 = no limit. Default 0.
- `max?: number` — Most particles alive at once (the pool's ceiling); the pool starts at 32 slots and doubles as it fills, up to this. Default 1000.
- `maxAlive?: number` — A live cap below `max` (scale an effect down without changing its look). Default `max`.
- `prewarm?: number` — Run the sim this many seconds ahead at start (a smoke column already risen). Default 0.
- `emitting?: boolean` — Start emitting at once. Default true.
- `timeScale?: number` — Sim speed multiplier. Default 1.
- `seed?: number` — Random seed; omitted = from the kernel rng. Set it to replay exactly.
- `lifespan?: Op` — Seconds a particle lives. Default 1.
- `hold?: Op` — Seconds a particle holds its end state before dying. Default 0.
- `particleDelay?: Op` — Seconds a particle waits, invisible, before appearing. Default 0.
- `px?: Op` — Birth offset x from the emitter, world units, turned with `rotation`; a lifetime op (`{ start, end }`, `{ values }`) also slides the particle by its change over life. Default 0.
- `py?: Op` — Birth offset y, as `px`. Default 0.
- `speed?: Op` — Launch speed along `angle` (when `radial`). Default 0.
- `speedX?: Op` — Launch velocity x (when not `radial`). Default 0.
- `speedY?: Op` — Launch velocity y. Default 0.
- `angle?: Op` — Launch direction, degrees (0 right, 90 down). Default [0, 360].
- `radial?: boolean` — Read `speed`+`angle` (true) or `speedX/Y` (false). Default true.
- `accelerationX?: Op` — Acceleration x, units/s². Default 0.
- `accelerationY?: Op` — Acceleration y. Default 0.
- `gravityX?: number` — Gravity x, units/s². Default 0.
- `gravityY?: number` — Gravity y. Default 0.
- `turnGravity?: boolean` — Turn gravity and `accelerationX`/`accelerationY` with `rotation`, as offsets, zones and forces turn: an effect turned on its side falls sideways, as a picture turned would. Default false, so gravity keeps the world's down and a grinder aimed up still rains its sparks down.
- `drag?: number` — Velocity damping per second, 0..1. Default 0.
- `maxVelocity?: Op` — Speed cap, units/s; 0 = none. Default 0.
- `moveToX?: Op` — Arrive at this x (relative to the emitter) at the end of life; overrides speed.
- `moveToY?: Op` — Arrive at this y.
- `inheritVelocity?: number` — Fraction of the emitter's own velocity a particle is born with. Default 0.
- `size?: Op` — World units of the particle's longer side; 0 = the frame's own size. Default 4 for the pixel frame, 0 otherwise.
- `scale?: Op` — Size multiplier on both axes, one value per particle so a random scale stays round. On an axis with no `scaleX` or `scaleY` of its own it is that axis's curve and takes the over-life forms (`{ start, end }`, `{ values }`); with `scaleX`/`scaleY` set it multiplies them, read once at birth. Default 1.
- `scaleX?: Op` — Scale x alone.
- `scaleY?: Op` — Scale y alone.
- `alpha?: Op` — Opacity 0..1. Default 1.
- `rotate?: Op` — Visual rotation, degrees. Default 0.
- `spin?: Op` — Rotation rate, degrees/s. Default 0.
- `alignToVelocity?: boolean` — Point the frame along the velocity. Default false.
- `stretch?: number` — Elongate along the velocity: the frame's length is multiplied by `1 + speed × stretch / 100` (so `1` doubles it at 100 units/s), and the frame turns to face its motion. Motion-blur sparks. Default 0.
- `color?: ColorOp` — Colour over life (a ramp), or per particle. Default white.
- `tint?: ColorOp` — A second colour op multiplied in per particle (a palette under a ramp).
- `hue?: number` — Hue jitter per particle, ± degrees. Default 0.
- `frame?: FrameOp` — The atlas frame(s). Default the white pixel.
- `anim?: AnimOp` — A sprite-sheet animation per particle.
- `blend?: 'normal' | 'add' | 'multiply' | 'screen' | 'subtract'` — Blend for the whole emitter. Default 'normal'.
- `order?: 'index' | 'oldest-front' | 'youngest-front' | 'y'` — Draw order within the emitter. Default 'index'.
- `emitZone?: EmitZone | ReadonlyArray<EmitZone>` — Where particles are born.
- `deathZone?: DeathZone | ReadonlyArray<DeathZone>` — Where they die.
- `bounds?: Bounds` — A box they stay in.
- `solid?: SolidTest` — Solid geometry they collide with — a tilemap, a heightfield, anything with a point test.
- `forces?: Force[]` — Forces, as data.
- `on?: { birth?: SubEmit; death?: SubEmit; interval?: SubEmit }` — Sub-emitters by event.
- `onEmit?: (p: ParticleView) => void` — Called for each born particle.
- `onDeath?: (p: ParticleView) => void` — Called for each dying particle.

### `EmitterHandle`

```ts
type EmitterHandle = Handle & { emitter: EmitterApi }
```

An emitter is a roster handle with an `emitter` sub-object.

### `EmitZone`

```ts
type EmitZone = | { type: 'random'; shape: ZoneShape } | { type: 'edge'; shape: ZoneShape; quantity?: number; stepRate?: number; yoyo?: boolean; seamless?: boolean }
```

Where particles are born: `random` — anywhere inside a geometry shape (ON a curve, line or point); `edge` — along its
outline or curve in order, `quantity` points around it (or one every `stepRate` units), `yoyo` to bounce back,
`seamless` (default true) to skip the closing duplicate. Shapes are relative to the emitter; a rect here is centred.

### `Force`

```ts
type Force = | { kind: 'well'; x: number; y: number; power: number; epsilon?: number; gravity?: number; world?: boolean } | { kind: 'attract'; x: number; y: number; strength: number; radius?: number; world?: boolean } | { kind: 'vortex'; x: number; y: number; strength: number; radius?: number; world?: boolean } | { kind: 'orbit'; x: number; y: number; strength: number; radius: number; spring?: number; world?: boolean } | { kind: 'wind'; x: number; y: number; gust?: number; gustSpeed?: number; world?: boolean } | { kind: 'noise'; strength: number; scale?: number; speed?: number; octaves?: number; over?: Op } | { kind: 'drag'; amount: number }
```

A force, as data. Positions are relative to the emitter and directions turn with its `rotation`, unless `world` is true.

### `FrameOp`

```ts
type FrameOp = string | number | ReadonlyArray<string | number> | { frames: ReadonlyArray<string | number>; cycle?: boolean; quantity?: number }
```

A frame choice: one atlas key or index, a list (random per particle), or a cycled list.

### `Inherit`

```ts
type Inherit = 'velocity' | 'color' | 'scale' | 'rotation' | 'lifetime'
```

What an inherited child keeps from the parent particle; position always.

### `Op`

```ts
type Op = | number | readonly [number, number] | { min: number; max: number; int?: boolean } | { random: ReadonlyArray<number> } | { start: number; end: number; ease?: EaseName | EaseFn; random?: boolean } | { values: ReadonlyArray<number>; ease?: EaseName | EaseFn; interpolation?: 'linear' | 'catmull' | 'stepped' } | { steps: number; start: number; end: number; yoyo?: boolean } | { onEmit: (p: ParticleView, key: string, value: number) => number; onUpdate?: (p: ParticleView, key: string, t: number, value: number) => number }
```

A numeric op: constant · range · pick · eased over life · keyed over life · stepped per emission · callbacks.

### `Particles2dOptions`

```ts
interface Particles2dOptions
```

Manifest options.

- `maxTotal?: number` — A ceiling on live particles across every emitter; a particle that would pass it is not born (nothing throws), and emission resumes as particles die. Default 50000.
- `effectPool?: number` — Finished effects kept, per effect name, scale and layer in each scene, to play again rather than make anew: the next `effect()` of that kind reuses one's anchor and emitters, rewound. 0 makes every effect afresh. Default 4.

### `ParticlesApi`

```ts
interface ParticlesApi
```

`game.particles`.

- `emitter(config: EmitterConfig): EmitterHandle` — Spawn an emitter object. Throws on a bad op, an unknown frame key (naming `particle-textures` or the file) or an unknown effect in `on`.
- `effect(name: string, opts?: EffectOptions): EffectHandle` — Spawn a registered effect. Throws if no `vfx-*` pack registered `name`. A finished effect's emitters are kept (up to the `effectPool` option) and played again by the next effect of the same name, scale and layer.
- `burst(spec: BurstSpec): EmitterHandle` — A one-shot burst: `count` particles at a point, aimed by `angle` and `spread`, on a pooled emitter kept per recipe (per scene), so a burst on every hit costs no new object. Defaults: a soft disc (`particle:disc` when `particle-textures` is composed, else the white pixel), speed 60 to 160, lifespan 0.4 to 0.9 s, size 4 to 10, shrinking and fading out. Returns the recipe's emitter. Throws on a bad position, count, angle or spread, or a function in an unnamed recipe.
- `readonly available: ReadonlyArray<string>` — Every effect a composed pack registered.
- `readonly count: number` — Live particles across every emitter (capped by the `maxTotal` option).
- `readonly emitters: ReadonlyArray<EmitterHandle>` — Live emitters.
- `trail(config?: TrailConfig): TrailHandle` — A continuous RIBBON that follows an object, where an emitter is a spray that leaves it. A missile's flame, a blade's arc, a comet's tail. Feed it a position (or give it `follow` and it feeds itself), `release()` to let it fade out.
- `readonly trails: ReadonlyArray<TrailHandle>` — Live ribbons.

### `ParticleTopics`

```ts
interface ParticleTopics
```

The signals this pack emits, once per step.

- `'particles.start': { id: string }` — An emitter began emitting.
- `'particles.stop': { id: string }` — An emitter stopped emitting.
- `'particles.complete': { id: string; effect?: string }` — An emitter (or a whole effect, with `effect`) drained after its emission ended.
- `'particles.death': { id: string; x: number; y: number; why: 'age' | 'zone' | 'bounds' | 'solid' }` — A particle died: `why` is 'age', 'zone', 'bounds' or 'solid'. Clamped at 256 per step.

### `ParticleView`

```ts
interface ParticleView
```

What a particle callback op sees: the particle's live fields, writable.

- `x: number` — World x.
- `y: number` — World y.
- `vx: number` — Velocity x, units/s.
- `vy: number` — Velocity y.
- `age: number` — Seconds alive.
- `life: number` — Lifespan, seconds.
- `t: number` — Age / life, 0..1.
- `rotation: number` — Rotation, degrees.
- `scaleX: number` — Scale x.
- `scaleY: number` — Scale y.
- `alpha: number` — Alpha 0..1.
- `index: number` — Index in the emitter's emission count.
- `seed: number` — Per-particle random in [0,1), fixed at birth.

### `SolidTest`

```ts
interface SolidTest
```

SOLID GEOMETRY particles collide with — a tilemap's collision grid, a heightfield, any test you can write.

`bounds` is a rectangle, which is the right answer for a jar or a playfield and the wrong one for a floor
with steps in it: sparks that should skitter down a staircase pile up on one invisible line. This takes a
POINT TEST instead, so the geometry can be anything, and resolves per axis — which is what makes a step
work. A particle stopped on the way down keeps its sideways motion and slides along the tread; one stopped
sideways keeps falling down the riser.

A tilemap is one line: `solid: { at: (x, y) => { const { c, r } = map.cell(x, y); return map.solid(c, r); } }`.

- `at(x: number, y: number): boolean` — Is this WORLD point inside solid geometry? Called once or twice per particle per step.
- `bounce?: number` — Speed kept on the bounced axis, 0..1. Default 0.4 — a spark off a stone floor, not a superball.
- `friction?: number` — Speed scrubbed off the SLIDING axis on contact, 0..1. Default 0.1.
- `kill?: boolean` — Kill on contact instead of bouncing. Default false.

### `SubEmit`

```ts
interface SubEmit
```

A sub-emitter: spawned from a parent PARTICLE at an event. One hidden pool per child config, not one per particle.

- `emitter?: EmitterConfig` — A child config, spawned at the parent particle.
- `effect?: string` — Or a registered effect, spawned at the parent particle.
- `count?: Op` — Particles per event (emitter children). Default 1.
- `inherit?: ReadonlyArray<Inherit>` — What the child borrows.
- `probability?: number` — 0..1. Default 1.
- `every?: number` — Interval children: seconds between spawns per parent particle.

### `TrailApi`

```ts
interface TrailApi
```

A live ribbon.

- `feed(x: number, y: number): void` — Add a point. Ignored when it is closer than `spacing` to the head.
- `release(): void` — Stop feeding and let it fade out; it removes itself when the last point dies.
- `clear(): void` — Drop every point at once.
- `readonly points: number` — Points held right now.
- `width: number` — Width at the head, live.
- `alpha: number` — Head alpha, live.

### `TrailConfig`

```ts
interface TrailConfig
```

How a ribbon looks and how long it lives.

- `width?: number` — Ribbon width at the head, world units. Default 8.
- `life?: number` — Seconds a point survives. Default 0.5.
- `colors?: ReadonlyArray<string>` — Head→tail colour stops, any CSS colours, spread evenly along the ribbon's age. Default white.
- `add?: boolean` — Additive blend — fire, magic, light. Default false.
- `taper?: boolean` — Taper the width to nothing at the tail. Default true.
- `alpha?: number` — Head alpha. Default 0.8.
- `spacing?: number` — Minimum distance between recorded points, world units. Default 3.
- `layer?: string` — The layer to draw on.
- `z?: number` — Depth. Default 0.
- `follow?: { x: number; y: number }` — Follow this object each step, so the game never feeds it by hand.
- `offset?: { x?: number; y?: number }` — Offset from the followed object.

### `TrailHandle`

```ts
type TrailHandle = Handle & { trail: TrailApi }
```

A ribbon is a roster object with a `trail` sub-object.

### `VfxDef`

```ts
interface VfxDef
```

A registered effect: emitters on a timeline, spawned together and anchored to one object.

- `name: string` — The name `game.particles.effect()` is called with.
- `description?: string` — One line for the planner.
- `duration?: number` — Seconds until the effect is complete; 0 = when every emitter is. Default 0.
- `loop?: boolean` — Restart when complete. Default false.
- `emitters: ReadonlyArray<EmitterConfig & { name: string }>` — The emitters, in draw order (later is in front). `delay` starts one late; `duration` limits it.

### `ZoneShape`

```ts
type ZoneShape = Loose<GShape> | { kind: 'circle'; x?: number; y?: number; r: number; inner?: number; arc?: [number, number] } | { kind: 'rect'; x?: number; y?: number; w: number; h: number; inner?: number } | { kind: 'cone'; x?: number; y?: number; r: number; angle: number; spread: number } | { kind: 'ring'; x?: number; y?: number; r: number; width?: number; inner?: number }
```

A zone shape: any geometry shape with its position optional (default the emitter), plus the particle shorthands `circle` with `inner`/`arc`, `rect` with `inner`, `ring` with `width`, and `cone`. Normalised by `norm`.

---

## For AI agents: Phaser AE

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