phaser-particles

phaser-particles is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 56 tokens per session (5,909 once invoked), scanned A, a copy of particles, MIT.

A guide to particle effects in Phaser 4, where many small images are emitted to create effects such as smoke, fire, or explosions.

In plain words
What is it for?
Use it for continuous effects, one-time bursts, emission areas, removal areas, gravity wells, and effects that follow game objects.
Why use it?
It helps control how particles appear, move, and disappear over time.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for continuous effects, one-time bursts, emission areas, removal areas, gravity wells, and effects that follow game objects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-particles
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-particles
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for phaser-particles

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-particles/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-particles)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-particles"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-particles/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for phaser-particles

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-particles"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-particles.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,909 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 97% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00056 $0.05909
Opus 5 $0.00028 $0.02955
Sonnet 5 $0.00011 $0.01182
Haiku 4.5 $0.00006 $0.00591

Measured 8d ago against content hash 3637224983c5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-particles scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

97% identical to particles — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-particles/SKILL.md · 500 lines

How it starts

The opening of the file, as written. The whole thing — 500 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Particle System

Creating and controlling particle effects in Phaser 4 -- ParticleEmitter creation and configuration, emitter ops (value formats), gravity wells, emission and death zones, flow vs burst modes, following game objects, and particle callbacks.

Key source paths: src/gameobjects/particles/ Related skills: ../phaser-sprites-and-images/SKILL.md, ../phaser-loading-assets/SKILL.md

Quick Start

// In a Scene's create() method:

// Basic continuous emitter (flow mode)
const emitter = this.add.particles(400, 300, 'flares', {
    frame: 'red',
    speed: 200,
    lifespan: 2000,
    scale: { start: 1, end: 0 },
    alpha: { start: 1, end: 0 },
    gravityY: 150
});

// One-shot burst (explode mode)
const burst = this.add.particles(400, 300, 'flares', {
    frame: 'blue',
    speed: { min: 100, max: 300 },
    lifespan: 1000,
    scale: { start: 0.5, end: 0 },
    emitting: false   // don't auto-start
});
burst.explode(20);    // emit 20 particles at once

Core Concepts

ParticleEmitter

ParticleEmitter extends GameObject and is added directly to the display list. It is both a game object (positionable, scalable, maskable) and the emitter itself. There is no separate manager -- this.add.particles() returns a ParticleEmitter instance.

Factory signature:

this.add.particles(x, y, texture, config);
// x, y: world position (both optional, default 0)
// texture: string key or Texture instance
// config: ParticleEmitterConfig object (optional, can call setConfig later)

Mixins: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, ScrollFactor, Texture, Transform, Visible. So you can call setPosition(), setScale(), setDepth(), setBlendMode(), setMask(), setScrollFactor(), etc.

Particle

A lightweight object owned by its emitter. Key properties: x, y, velocityX/Y, accelerationX/Y, scaleX/Y, alpha, angle, rotation, tint, life (total ms), lifeCurrent (remaining ms), lifeT (0-1 normalized), bounce, delayCurrent, holdCurrent. Particles are pooled internally -- you never create them manually.

Read the full file on GitHub · 500 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 500 lines · 56 tokens per session scan A 3637224983c5

Subscribe to this mod's changes

phaser-particles is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 56 tokens to every session and 5,909 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to particles, differing in 4 lines, and is treated as a copy.

Related

Other skills, from other repositories

game-development

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

travisjneuman/.claude · 34 tokens

ar-vr-xr

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.

travisjneuman/.claude · 50 tokens

sdf

SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…

earthtojake/text-to-cad · 88 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens

using-bgs-archive

Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".

hashgraph-online/awesome-codex-plugins · 75 tokens

ai-ml-development

AI and machine learning development with PyTorch, TensorFlow, and LLM integration. Use when building ML models, training pipelines, fine-tuning LLMs, or implementing AI features.

travisjneuman/.claude · 43 tokens