---
title: "Weather"
package: "@phaser-ae/vfx-weather"
tier: Pro
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "Twelve ready-made screen-wide 2D weathers, from rain, drizzle and a thunderstorm to snow, a blizzard, hail, leaves, blossom, ash, a sandstorm, fireflies and sunbeam dust."
url: https://phaser.io/packs/vfx-weather
site: Phaser - https://phaser.io
---

# Weather

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

## 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:

```ts
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

- `particles-2d` and `particle-textures` — required; `core-2d` includes both.
- `audio` — for the rain and the wind.
- `rig-follow` — the follow camera whose target the weather can follow.
- `particles-gpu` — for weather that must fill a huge view densely, past about twenty thousand particles.
- `vfx3d-weather` — weather as volumes round the player in 3D.

## 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.

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
