---
title: "Fire Effects"
package: "@phaser-ae/vfx-fire"
tier: Pro
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-19
description: "Twelve ready-made 2D fires, from a candle and a wall torch to a campfire, a wall of flame, a fireball trail and an aimed flamethrower."
url: https://phaser.io/packs/vfx-fire
site: Phaser - https://phaser.io
---

# Fire Effects

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

## 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:

```ts
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

- `particles-2d` and `particle-textures` — required; `core-2d` includes both.
- `lighting-2d` — for the light a fire throws.
- `audio` — for the crackle.
- `vfx-explosion` and `vfx-smoke` — a fireball's impact, and a separate smoke column.
- `vfx3d-fire` — the same twelve names in 3D.

## 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.

---

## For AI agents: Phaser AE

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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
