Phaser AE

Water Effects

Pro packv3.0.0-12DVFX

Twelve effects for the moment something meets water, from a footstep in a puddle to an erupting geyser. They draw the splashes and the spray; your game draws the water.

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Released October 19, 2026 · updated October 20, 2026

Water 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

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 splash about 150 units tall, smaller droplets, and a footSplash for a puddle.
  • Drips — a bead that swells, falls and lands every 1.4 seconds, with scale setting the height of the fall.
  • Jets — an aimed spray, an oscillating sprinkler, and a park fountain about 130 units tall.
  • Big water — a geyser erupting about 200 units high, and the churning base of a waterfall.
  • Seen from above — ripples spreading from a point and a wake behind a boat or a swimmer.
  • Underwater — airBubbles rising 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

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 scale to fit, 2 for 1280 by 720.

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