Phaser AE

Spark Effects

Free packv3.0.0-32DVFX

Twelve spark effects for hot metal, electricity and embers, each a shower of streaks that glow, fall and cool.

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

Released October 14, 2026 · updated October 19, 2026

Spark 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 spark is a thin streak turned along its velocity and stretched by its speed, so a fast spark is a long line and a slowing one shrinks to a point. Sparks fall under gravity and thin as they cool from white through gold and orange to a dull red, additive so they glow. Around them each effect layers what sells it: a flickering glow at the source, falling grit, a flash, a ring, smoke or fumes.

Spawn one with game.particles.effect(name, opts). Loops stay until kill() and one-shots remove themselves, so you fire one per hit; every effect can follow an object. angle aims the grinder and the ricochet, but gravity keeps the world's down, so a grinder aimed up still rains its sparks down. scale sizes everything: metalHit at twice is a giant's sword.

Features

  • Machines — a spark fountain, a welding point, an electric crackle, an aimed grinder, and a shortCircuit that sputters on an uneven beat.
  • In the hand and overhead — a sparkler, and a sparkShower raining from a ceiling 120 units up.
  • Hits — a ricochet skipping away along an angle, a metalHit clang and a laserHit.
  • Forge and fire — a hammer on an anvil, and an emberBurst as a log breaks.
  • Light on particles — the busiest, grinder, holds about 200 live particles; the one-shots 25 to 50.
  • Data you can copy — retune any effect by copying its definition under a new name.

Good for

  • Action and fighting games — sword clashes and bullets striking armour.
  • Shooters — ricochets off walls and blaster bolts landing.
  • Industrial and sci-fi levels — welders, grinders, broken machines and sparking cables.
  • Crafting and blacksmith games — a hammer on the anvil and embers from the forge.

Make it yours

Pick an effect, size it with scale and aim the directional ones. A shooter fires a ricochet along each bullet's reflected direction when it hits metal, and gives a damaged boss a looping shortCircuit; a blacksmith game fires anvil on each hammer blow and throws an emberBurst when the forge is stirred.

A quick look

A short circuit at a point, a grinder's shower, a ricochet on every hit and a shower from a broken ceiling:

const fault = game.particles.effect('shortCircuit', { x: 410, y: 120, layer: 'fx' });
const shower = game.particles.effect('grinder', { follow: tool, offset: { x: 12, y: 0 }, angle: 200 });
const ricochet = (x: number, y: number, deg: number) => game.particles.effect('ricochet', { x, y, angle: deg });
game.particles.effect('sparkShower', { x: 300, y: floorY, scale: 0.8 });

Works with

Good to know

  • Sparks fall through the floor: nothing collides with the level, except that sparkShower stops at its anchor's height. Give a copied emitter a solid test for sparks that skitter.
  • Additive sparks wash out on white backgrounds, and they light nothing themselves.
  • None is a trail: they follow an object but do not emit by distance travelled.

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