Phaser AE

Explosions

Pro packv3.0.0-42DVFX

Twelve explosions and impacts, ready to fire by name. Each is several layers on one timeline, tuned to read like a real blast, and each cleans up after itself.

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Released October 14, 2026 · updated October 19, 2026

Explosions: 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

Each effect is a short timeline of emitters for particles-2d. The classic explosion shows the idea: a white flash gone in a fifth of a second, a fireball cooling from cream to ember, a ring that expands and thins, sparks that stretch as they fly and fall, and smoke that arrives late and outlives the rest. The other eleven reshape those layers, so they share a look.

You spawn one with game.particles.effect(name, opts) at a point or on an object. It plays, removes itself and replays identically from the game's seed. scale sizes every distance, speed and size, angle aims the directional ones, and every effect is plain data you can copy and register under a new name.

Features

  • The classic and its family — explosion, a quick grenade, a huge bigBoom whose smoke column climbs for seconds, and clusterBomb's six blasts in a row.
  • Fireless impacts — shockwave for a stomp, dustImpact for a heavy ground hit, smokeBomb for cover.
  • Styled blasts — a cyan plasmaBlast, an iceShatter of spinning shards, and an implosion that sucks in before it bursts.
  • Directional hits — hitSpark and muzzleFlash, aimed with angle.
  • Light on particles — at scale 1 the busiest, bigBoom, peaks under 200 live particles and the rest under 110.
  • Variants as data — a green plasma blast or a slower big boom is a copied definition.

Good for

  • Shooters — enemies, bullets and bosses, with muzzle flashes and hit sparks.
  • Platformers — crates, bombs, stomps and landings.
  • Tower defence and strategy — shells and cluster strikes across an area.
  • Fighting and action games — hit sparks and shockwaves on impact.
  • Sci-fi and fantasy — plasma, ice and implosions where fire does not fit.

Make it yours

Pick the effect for the moment and size it with scale. A side-on shooter puts muzzleFlash on the player's gun and explosion on every kill; a puzzle-action game breaks frozen blocks with iceShatter and marks each combo with a recoloured copy of plasmaBlast.

A quick look

A crate destroyed, a boss blown up at its feet, and a muzzle flash that follows the player's gun:

game.particles.effect('explosion', { x: crate.x, y: crate.y, layer: 'fx' });
game.particles.effect('bigBoom', { x: boss.x, y: boss.y + boss.height / 2, scale: 1.5 });
game.particles.effect('muzzleFlash', { follow: player, offset: { x: 18 * player.data.facing, y: -6 },
    angle: player.data.facing > 0 ? 0 : 180 });

Works with

Good to know

  • One-shots only: nothing here loops or lays a trail; a rocket's trail is a ribbon from particles-2d.
  • Built for a side view: debris falls down the screen and smoke rises, which still reads as a burst top-down.
  • Tuned for a world near 640 by 360 units; use scale for anything else.

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