particles

particles is a skill for Claude Code, Codex from phaserjs/phaser. It costs 53 tokens per session (5,901 once invoked), scanned A, original, MIT.

A guide to creating animated particle effects in Phaser 4, where many small images are emitted and moved to create a visual effect.

In plain words
What is it for?
Use it for explosions, fire, smoke, sparks, trails, gravity effects, and particles that follow a game object.
Why use it?
It explains how to control particle movement, lifetime, appearance, emission areas, and one-time bursts.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for explosions, fire, smoke, sparks, trails, gravity effects, and particles that follow a game object.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/phaserjs/phaser/particles
About the project

Phaser is an open-source 2D game framework for creating HTML5 games that run in desktop and mobile web browsers with Canvas or WebGL rendering. JavaScript and TypeScript developers use it to build browser games and games distributed through platforms such as YouTube, Discord, Reddit, and Twitch. The catalogue skills support coding-agent workflows for Phaser projects.

phaserjs/phaser · 40,485 stars · on GitHub · phaser.io

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 phaserjs/phaser --skill particles
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

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 particles

README.md
[![agentmods](https://agentmods.dev/badge/skills/phaserjs/phaser/particles/github.svg)](https://agentmods.dev/skills/phaserjs/phaser/particles)
Your own site
<a href="https://agentmods.dev/skills/phaserjs/phaser/particles"><img src="https://agentmods.dev/badge/skills/phaserjs/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 particles

Your own site · 80×15
<a href="https://agentmods.dev/skills/phaserjs/phaser/particles"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/particles.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 53 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,901 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. ✓ AI security review Sonnet 5 · 6 Sept 2026 📄 Read the review Third-party audits
  • Socket pass 15 Sept 2026
  • Snyk pass 15 Sept 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00053 $0.05901
Opus 5.5 $0.00021 $0.02360
Sonnet 5.5 $0.00011 $0.01180
Haiku 4.5 $0.00005 $0.00590

Measured 1mo ago against content hash 02d3c380502e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

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 1mo 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/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: ../sprites-and-images/SKILL.md, ../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. 1mo ago First seen · 500 lines · 53 tokens per session scan A 02d3c380502e

Subscribe to this mod's changes

particles is a skill published in the GitHub repository phaserjs/phaser (40,485 stars, last pushed 1mo ago), licensed MIT. It adds 53 tokens to every session and 5,901 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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