What it does
Each effect layers several emitters coloured from white through pale blue. Droplets are thrown up, stretch along their
flight, arc under gravity and die where they fall back through the surface; rings spread flat across it; mist and foam
soften the edges. Most are drawn from the side, so the point you spawn a splash at is the waterline, while ripples
and wake are drawn from above.
Spawn one with game.particles.effect(name, opts). One-shots such as splash and geyser remove themselves; loops
such as fountain and spray play until killed. wake lays foam per unit travelled behind whatever it follows.
scale sizes everything and angle turns the whole effect, which is how spray is aimed. The effects replay
identically from the game's seed.
Features
- Splashes — a big
splashabout 150 units tall, smallerdroplets, and afootSplashfor a puddle. - Drips — a bead that swells, falls and lands every 1.4 seconds, with
scalesetting the height of the fall. - Jets — an aimed
spray, an oscillatingsprinkler, and a parkfountainabout 130 units tall. - Big water — a
geysererupting about 200 units high, and the churning base of a waterfall. - Seen from above —
ripplesspreading from a point and awakebehind a boat or a swimmer. - Underwater —
airBubblesrising in wobbling clusters.
Good for
- Platformers — splashes as the player falls in, footsteps in puddles, drips in caves.
- Fishing and boating games — ripples round a float, a wake behind a boat.
- Underwater and diving games — bubbles from a diver or a sunken wreck.
- Towns, parks and adventure levels — fountains, sprinklers, geysers and waterfalls.
Make it yours
Every effect takes scale, and the spray takes angle. A side-on platformer fires splash at the waterline whenever
something falls in and scales drips to the height of each ledge; a top-down fishing game spreads ripples round the
float and lets wake follow the boat. A swamp or a toxic level recolours copies of the splashes into mud or slime.
A quick look
A splash at the waterline, an aimed hose, a boat's wake and drips scaled to a ledge 160 units up:
game.particles.effect('splash', { x: player.x, y: waterY, layer: 'fx' });
const hose = game.particles.effect('spray', { x: nozzle.x, y: nozzle.y, angle: -30 });
game.particles.effect('wake', { follow: boat });
game.particles.effect('drips', { x: ledge.x, y: floorY, scale: 160 / 100 });
Works with
particles-2dandparticle-textures— required;core-2dincludes both.vfx3d-water— water effects in 3D.water-3dandwatermax— a 3D water surface.underwater-3d— an underwater look in 3D.
Good to know
- It draws no water surface, and droplets do not land on platforms or the shore: there is no collision.
- White foam and mist vanish on a white background; recolour a copy for a bright scene.
- Sizes are on the same scale as the other 2D effect packs, tuned for a world of about 640 by 360 units; use
scaleto fit, 2 for 1280 by 720.






