Phaser AE

Weather

Pro packv3.0.0-42DVFX

Twelve screen-wide weathers, each a single effect placed at the centre of the view, and each already falling when it appears.

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Released October 14, 2026 · updated October 20, 2026

Weather: 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

One effect covers the view: what falls is born in a band above the screen, what the wind carries along its upwind edge too, and what hangs in the air fades in where it is. Each weather is prewarmed, so its first frame already shows a sky full of rain, and several emitters give it depth, such as far streaks behind near ones or haze behind the sand.

Spawn one with game.particles.effect(name, opts) and it loops until killed; to change the weather, kill one and spawn the next. On a scrolling world, follow the camera's target or use a screen-space layer, and pass scale for a bigger view: 2 covers 1280 by 720. Every emitter is live by name, so you can thin a storm or switch off its lightning without copying it.

Features

  • Rain — steady rain over a mist, fine drizzle under a grey murk, and a slanting storm with sheet lightning.
  • Snow and ice — gentle snow at three depths, a driving blizzard, and hail that bounces off the ground.
  • Seasons — tumbling autumn leaves and cherry blossom petals.
  • Hostile air — grey ash with live embers, and an ochre sandstorm.
  • Atmosphere — blinking fireflies and dustMotes in a shaft of light.
  • Data you can copy — a heavier downpour, or hail landing on higher ground, is a copied definition.

Good for

  • Platformers and adventures — rain over a city, snow on a winter level, leaves in an autumn forest.
  • Mountain, desert and volcano levels — blizzards, sandstorms and ash.
  • Story and mood scenes — fireflies over a night meadow, dust in the light through a window.
  • Weather that changes — one effect swapped for the next as a level goes on.

Make it yours

Each weather is one effect with scale, follow and an angle that tilts the rain a few degrees. A side-scrolling platformer lets snow follow the player and swaps it for a blizzard on the mountain pass; a fixed-screen puzzle game drops petals in spring, leaves in autumn, and plays a storm with its lightning stopped in a sad scene.

A quick look

Rain at the centre of the view, snow that follows the player, and a storm for a bigger view with its lightning off:

const rain = game.particles.effect('rain', { x: 320, y: 180, layer: 'fx' });
const snow = game.particles.effect('snow', { follow: player, offset: { y: -40 } });
const storm = game.particles.effect('storm', { x: 640, y: 360, scale: 2 });
storm.emitters['flash']!.emitter.stop(true);   // a storm with no lightning
rain.kill();

Works with

Good to know

  • Tuned for a 640 by 360 view; scale covers bigger views in proportion, but a view of another shape needs a copy with wider zones.
  • The wind blows left to right, and angle does not turn wind or gravity; weather blowing left is a mirrored copy.
  • Nothing settles on your platforms: only hail lands, on a line 170 units below the centre.
  • The blizzard is the busiest at about 1,350 live particles, and spawning prewarms for up to about 60 ms, so start the weather with the scene.

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