You can use Arcade Physics to add a particle emitter that can release particles for visual effects. Particle emitters can be used for one-time effects (such as explosions, etc.) or continuous effects (such as rain, snow, etc.).
The "particle emitter" is really just a group of "particles" ready to be emitted (similar to how a Phaser weapon is just a group of bullet objects). The particles can be emitted from a single point or from an extended area.
By default, particles are emitted in random directions with slightly different speeds and rotations. As the particles fan out, they are pulled downward by gravity until they are removed after two seconds. However, you can customize the emitter to change how the particles are emitted (speed, rotation, gravity, lifespan, etc.).
Load Image or Spritesheet for Particles
Add Emitter
Add Particles to Emitter
Set Particle Emitter Properties
Change Emitter Position
Set Emitter Size
Make Emitter Stay Fixed to Camera
Set Particle Speed
Set Particle Rotation
Set Particle Gravity
Set Particle Lifespan
Set Particle Transparency (Fade In or Out)
Set Particle Scale (Change Size)
Emit Single Particle
Emit One-Time Burst of Particles
Emit Continuous Flow of Particles
Make Particles Collide
The particles for a particle emitter can use an image or a spritesheet (e.g., for animated particles).
The image or spritesheet file for your particles must be loaded into the game's memory before you can add the particle emitter to your game.
The command to load an asset is always placed in your preload()
function.
'particle'
represents an asset key — a key is sort of like a variable name. You decide what string to use for the key, as long as each image asset has a unique key.
'assets/images/asteroid-piece.png'
represents the folder path and filename of the image to load. Change this to match your specific folder path and filename.
Once the asset for the particles has been loaded into memory, you can add the particle emitter to your game.
You will need to declare a global variable for the particle emitter and assign the particle emitter to the variable in your create()
function.
For example, to add a particle emitter to a variable named asteroidEmitter
:
0, 0
represent the center x
and y
position where the particles will be emitted from. For one-time effects (such as explosions, etc.), you will typically change the position later during gameplay. For continuous effects (such as rain, etc.), you might already know the specific position to use. Later, you can also change the size of the emitter to release particles from an extended area (useful for effects like rain, etc.). If necessary, change this position for your game.
50
represents the number of particles for this particle emitter. Particles are automatically recycled as they are emitted and removed, so this represents the maximum number that could be on-screen in the game at any one time. Change this number to what you need.
Even if the emitter is only intended for one-time bursts of particles, you may need to create enough particles for multiple bursts being on-screen at the same time, depending on on how frequently the bursts may occur.
As another example, to add a rainEmitter
that will be positioned at the top-center of the game display (and have 400 "rain" particles):
NOTE: There is no visual indication that a particle emitter has been added to the game — until you instruct it to release particles.
Once the particle emitter has been added, you need to actually add the particles to the emitter by using the image or spritesheet asset for the particles.
For example, to add the particles to the asteroidEmitter
emitter:
'particle'
is the asset key for the particles. Change this to match your asset key name.
NOTE: There is no visual indication that the particles have been added to the emitter — until you instruct it to release particles.
This sub-section describes the most common particle emitter properties that you might change in your game.
These particle emitter properties are typically set in your create()
function after adding the particle emitter. However, sometimes certain properties are adjusted during gameplay (such as position, etc.).
You can change the emitter position during gameplay by setting new values for the emitter's x
and y
coordinates. This can be done in the update()
function or in a custom function.
Changing the position of an emitter is typically done when the emitter is used for one-time bursts of particles (e.g., creating a particle explosion when an object is destroyed, etc.).
For example, to set the emitter to a specific position using numbers:
You can also set the emitter position by referencing the position of another object, such as a sprite.
For example, an emitter named asteroidEmitter
is used to create a one-time burst of asteroid particles whenever a specific asteroid
is destroyed. The emitter is set to the asteroid's position before removing the asteroid and creating the particle explosion:
By default, a particle emitter will emit particles from a single point defined by its x
and y
coordinates.
However, you can set the size of the emitter to emit particles from an extended area. For example, you could emit "rain" particles from across the entire width of the game display.
To set the size of the emitter, just specify values for its width and height (in pixels).
For example, to set rainEmitter
to the width of the game display (but a height of just 1 pixel):
If you have an extended game world, you can make the particle emitter stay fixed to the camera view. This is typically done for emitters that produce continuous weather effects (rain, snow, etc.).
First, set the emitter's fixedToCamera
property to true
. Next, set the center x
position of the emitter using the cameraOffset.x
property.
NOTE: For some reason, the original emitter.x
center position gets set to 0
when emitter.fixedToCamera
is set to true
. Setting cameraOffset.x
seems to be the only way to shift the emitter position. If needed, you can also set a value for cameraOffset.y
.
For example, to set rainEmitter
to be fixed to the camera and centered horizontally within the game display (assume that its y
value was set to 0
when the emitter was added):
By default, particles are emitted outward at random speeds (though relatively slow) and random directions. If needed, you can specify a range of speeds for the x
direction and/or y
direction. Each particle will receive a random speed within your specified range.
This can be used not only to change how fast or slow the particles move — but also which direction they move (e.g., you could make "rain" particles only move downward, etc.)
To set a range of speeds for the x
direction (horizontal), provide values for the minimum and maximum values (in pixels per second):
min
and max
can be any values you want. Negative values for the x
speed make particles move to the left, and positive values make particles move to the right.
To set a range of speeds for the y
direction (vertical), provide values for the the minimum and maximum values (in pixels per second): :
min
and max
can be any values you want. Negative values for the y
speed make particles move upwards, and positive values make particles move downwards.
For example, here are particle speed ranges for a rainEmitter
:
The x
speed range has been set to allow the rain particles to move left (negative) or right (positive) but only at a very slow speed (5 or less).
The y
speed range has been set to only allow the rain particles to move down (positive values) but at fairly fast speed (between 300-500 pixels per second).
By default, particles are emitted with a slow random rotation speed (angular velocity). If needed, you can specify a range for the angular velocity that controls the rotation. Each particle will receive a random rotation speed within your specified range. You can also turn off the rotation if desired.
To set a range of speeds for the rotation (angular velocity), provide values for the the minimum and maximum values (in degrees per second):
min
and max
can be any values you want. Negative values for rotation make particles rotate counter-clockwise, and positive values make particles rotate clockwise.
For certain particle emitters, you may not want the particles to rotate. For example, you may want "rain" particles to simply fall down without rotating.
To prevent particles from rotating, set the rotation range to zero:
By default, particles have a small amount of gravity in the vertical direction that pulls them downward. If desired, you can change the gravity values for the x
and/or y
directions. You can also turn off the particle's gravity.
This can be used make the particles respond more realistically to your game's simulated environment — but it also could be used as another way (besides particle speed range) to direct particles (e.g., by pulling them in a specific direction).
For certain games (e.g., game using top-down perspective, game set in outer space, etc.), you might not want the particles to be affected by gravity.
By default, the emitter's gravity.x
value is set to 0
(no gravity).
To set a different gravity value for the x
direction (horizontal), provide a value (in pixels per second squared):
50
represents the gravity value (in pixels per second squared). Change this to the value you need for your particle effect. Negative values for gravity.x
pull particles to the left, and positive values pull particles to the right.
By default, the emitter's gravity.x
value is set to 100
.
To set a different gravity value for the y
direction (vertical), provide a value (in pixels per second squared):
200
represents the gravity value (in pixels per second squared). Change this to the value you need for your particle effect. Negative values for gravity.y
pull particles upwards, and positive values pull particles downwards.
To turn off the gravity effect for particles, just set both gravity values to zero:
By default, each particle will be automatically removed 2 seconds after being emitted. However, you can change the particle lifespan.
NOTE: You will typically set the particle lifespan when using the explode()
or flow()
methods to emit particles. So you don't necessarily need to directly set the lifespan
property unless necessary for other reasons.
To set the particle lifespan:
1000
represents the lifespan (in milliseconds) of each particle (1000 ms = 1 second). Change this to the duration you want.
If desired, you can change the transparency of a particle by changing its alpha value. You can make a particle semi-transparent by lowering its alpha value. You can also change the alpha value of each particle over time to make the particles fade in or fade out.
For example, "smoke" particles for an explosion would look more realistic if they were semi-transparent and faded out over time.
By default, particles have an alpha value of 1 (no transparency applied).
However, you can set your own range for the particle transparency by setting the minimum and maximum alpha values for the particles. Each particle will receive a random alpha value within your specified range.
For example, to set the alpha range for a smokeEmitter
:
Change the values to whatever you need:
An alpha value of 0 is completely transparent.
Alpha values between 0-1 are semi-transparent. Lower numbers are more transparent.
An alpha value of 1 has no transparency applied.
If desired, you can make each particle fade in or out over a specified amount of time.
To do this, you specify the starting and ending alpha values, as well as the amount of time over which the change in transparency should occur.
startAlpha
represents the starting alpha value for each particle. Use whatever number you want.
endAlpha
represents the ending alpha value for each particle. Use whatever number you want, but it should be different from the starting value. Use a larger value to make the particles become less transparent (fade in), or use a smaller value to make the particles more transparent (fade out).
duration
represents the amount of time (in milliseconds) over which each particle will fade (1000 ms = 1 second). Change this to the duration you want.
A "fade in" will typically change the alpha from 0 to 1. It could start or end at other values, as long as the ending value is higher.
A "fade out" will typically change the alpha from 1 to 0. It could start or end at other values, as long as the ending value is lower.
For example, to make "rain" particles fade in over time
For example, to make "smoke" particles fade out over time:
For example, to make "smoke" particles fade in and then fade out:
By default, all the particles will be displayed at actual size (the size of your particle's image or spritesheet frame). If desired, you can set a range to scale the particles, so they vary in size. Alternatively, you can make the particles change in size over a specified duration.
You can set a range for the particle sizes by setting the minimum and maximum scales for the particles. Each particle will receive a random scale within your specified range.
For example, to set the scale range for the asteroidEmitter
:
Change the values to whatever you need:
A scale value less than 1 will make the particle smaller. For example, a value of 0.5 would make the particle half of its original size.
A scale value of exactly 1 will keep the particle its original size.
A scale value greater than 1 will make the particle larger. For example, a value of 2 would make the particle twice its original size.
If desired, you can make each particle change in size over a specified amount of time.
To do this, you specify the starting and ending scale values for the x
direction and the y
direction. (To avoid distorting your particle images, use the same values for both x
and y
.) Then specify the amount of time over which the change in size should occur.
startX
represents the starting scale value in the x
direction (horizontal). Use whatever number you want.
endX
represents the ending scale value in the x
direction (horizontal). Use whatever number you want, but it should be different from the starting value. Use a larger value to make the particles grow larger, or use a smaller value to make the particles get smaller.
startY
represents the starting scale value in the y
direction (vertical). It is recommended to use the same value as you did for startX
.
endY
represents the ending scale value in the y
direction (vertical). It is recommended to use the same value as you did for endX
.
duration
represents the amount of time (in milliseconds) over which each particle will change in size (1000 ms = 1 second). Change this to the duration you want.
For example, to make "rain" particles grow in size over time
For example, to make "asteroid" particles shrink in size over time:
For example, to make "smoke" particles grow larger and then shrink:
If needed, you can emit a single particle from the emitter:
The explode()
method is used to emit a one-time burst of particles from the emitter. You can either emit all the particles or a certain quantity. This is commonly used to create an explosion effect.
The explode()
method is typically placed in the update()
function or in a custom function to start the particle burst when needed.
For example, to emit a one-time burst of particles from an emitter named asteroidEmitter
:
1000
represents the lifespan (in milliseconds) of each particle (1000 ms = 1 second). Change this to the duration you want.
5
represents the number of particles to emit. Change this to the quantity you want. (If you want to emit all the particles, then just leave out this number).
The flow()
method is used to emit a continuous flow of particles from the emitter at specified time intervals.
You can make the flow emit one particle at a time — or multiple particles each time. You can allow the flow to run forever — or have it stop after a certain number of particles have been released. You can also stop the flow manually if needed.
For particle emitters being used for weather effects (such as rain, etc.), the flow()
method is typically placed in the create()
method, so that the particle flow will be running at the start of the game.
However, you can also use the flow()
method in your update()
function or in a custom function to start or stop the particle flow when needed.
To continuously emit one particle at specified intervals:
1500
represents the lifespan (in milliseconds) of each particle (1000 ms = 1 second). Change this to the duration you want.
25
represents the time interval (in milliseconds) between each release of a particle (1000 ms = 1 second). Change this to the interval you want.
To continuously emit multiple particles at specified intervals:
1500
represents the lifespan (in milliseconds) of each particle (1000 ms = 1 second). Change this to the duration you want.
25
represents the time interval (in milliseconds) between each release of a particle (1000 ms = 1 second). Change this to the interval you want.
5
represents the quantity of particles to release at each interval. Change this to the quantity you want.
To have the emitter stop flowing after a certain number of particles have been released:
1500
represents the lifespan (in milliseconds) of each particle (1000 ms = 1 second). Change this to the duration you want.
25
represents the time interval (in milliseconds) between each release of a particle (1000 ms = 1 second). Change this to the interval you want.
5
represents the quantity of particles to release at each interval. Change this to the quantity you want.
2000
represents the total number of particles to release before stopping. Change this to the total you want.
You can also manually stop the flow from an emitter by using:
This makes the emitter release one last particle and then turn off automatically. If necessary, you can always turn the emitter back on again using a different flow()
command.
By default, particles do not collide with each other or with other sprites. However, if you want, you can make them collide. The particle emitter acts like a group of sprites, so just use the variable name for the particle emitter in collide()
methods to make the individual particles collide with each other and/or with other sprites (or groups).
See the Physics and Collisions reference section for more details on the collide()
method.