Phaser AE

Fire Effects

Pro packv3.0.0-42DVFX

Twelve fires, from a candle on an altar to a burning building, each made to lick and flicker rather than pour.

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Released October 14, 2026 · updated October 19, 2026

Fire Effects: 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

Every fire is built the same way: additive soft puffs that rise, swell, shrink and cool from white through orange to ember red, pushed sideways by curl noise so the flames lick, with embers spat out above. Larger fires add smoke, glowing beds, higher tongues or a halo.

Spawn one with game.particles.effect(name, opts) at a point or on an object. Standing fires loop until kill(); the one-shot ignite removes itself. scale multiplies every distance, speed and size, so an inferno at half scale is a burning hut and a candle at three times is a lantern. angle aims the jets but does not turn gravity, so an aimed flamethrower still curls upward.

Features

  • Standing fires — candle, torch, fire, a campfire with its smoke column, and an inferno 180 units wide.
  • Shapes of fire — burningGround, a low strip over a glowing bed, and fireRing, 88 units across.
  • Coloured fires — a steady blue gas blueFlame and a green witchFire with ghostly wisps.
  • Catching light — ignite, a one-shot flash and billow with embers and smoke.
  • Moving fire — a fireball that trails flame behind what it follows, and a flamethrower jet that curls into smoke.
  • Data you can copy — retune a definition and register it under a name of your own.

Good for

  • Dungeon crawlers and RPGs — torches on walls, candles on altars, fireball spells.
  • Survival and camp scenes — a campfire with smoke rising behind it.
  • Action games and platformers — burning traps, rings of fire, a dragon's breath.
  • Shooters and tank games — flamethrowers and burning wrecks.

Make it yours

Every fire takes scale, follow and offset, and the jets take angle. A dungeon gives every sconce a torch, lets the player carry one at an offset, and plays ignite as each brazier is lit; a tank game puts the flamethrower on the turret, aims it with the stick and kills it when the trigger is released. For a bigger fire, raise scale rather than stacking copies.

A quick look

A campfire, a torch carried by the player, and a flamethrower aimed and released:

const camp = game.particles.effect('campfire', { x: 320, y: 300, layer: 'fx' });
const torch = game.particles.effect('torch', { follow: player, offset: { x: 6, y: -14 } });
const jet = game.particles.effect('flamethrower', { follow: tank, offset: { x: 20, y: -4 }, angle: aimDegrees });
jet.kill();   // released the trigger

Works with

Good to know

  • Fire lights nothing and burns nothing: the light is lighting-2d, and the damage is game logic.
  • Additive flames wash out on white backgrounds; tune alpha on a copy for a bright level.
  • fireball draws its tail only while what it follows moves.
  • The biggest, inferno, holds about 550 live particles.

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