---
title: "Spark Effects"
package: "@phaser-ae/vfx-sparks"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Twelve ready-made 2D spark effects for hot metal, electricity and embers, from fountains, welding and a grinder to ricochets, metal hits, short circuits and an anvil."
url: https://phaser.io/packs/vfx-sparks
site: Phaser - https://phaser.io
---

# Spark Effects

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

## 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:

```ts
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

- `particles-2d` and `particle-textures` — required; `core-2d` includes both.
- `lighting-2d` — for the light a weld or a short circuit throws.
- `audio` — for the crackle and the clang.
- `vfx-explosion` — a whole explosion, and a smaller, plainer directional hit spark.
- `vfx-lightning` — bolts, and arcs between two points.
- `vfx3d-sparks` — the same twelve names in 3D.

## 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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