Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
A skill your agent uses when creating particle effects in Phaser 4.
$ npx skills add autonomous-ai/openharness --skill particles -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install autonomous-ai/openharness particles --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/particles .claude/skills/particles && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "particles" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/particles into .claude/skills/particles/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/particlesType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add autonomous-ai/openharness --skill particles -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install autonomous-ai/openharness particles --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/store/agents/phaser/skills/particles .agents/skills/particles && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "particles" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/particles into .agents/skills/particles/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill particles -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install autonomous-ai/openharness particles --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/store/agents/phaser/skills/particles .cursor/skills/particles && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "particles" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/particles into .cursor/skills/particles/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/autonomous-ai/openharness.git --path store/agents/phaser/skills/particles--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add autonomous-ai/openharness --skill particles -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install autonomous-ai/openharness particles --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/store/agents/phaser/skills/particles .gemini/skills/particles && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "particles" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/particles into .gemini/skills/particles/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install autonomous-ai/openharness particlesInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add autonomous-ai/openharness --skill particles -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .github/skills && cp -r skills-src/store/agents/phaser/skills/particles .github/skills/particles && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "particles" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/particles into .github/skills/particles/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill particles -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install autonomous-ai/openharness particles --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/store/agents/phaser/skills/particles .opencode/skills/particles && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "particles" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/particles into .opencode/skills/particles/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "particles", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
particlesA skill your agent uses when creating particle effects in Phaser 4.
Particles is an agent skill from autonomous-ai/openharness. Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.
Its SKILL.md is about 5.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/REFERENCE.md`).
It sits in Game Development. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.
Read from SKILL.md and the folder at commit 54a1f1b. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Particles loads about 5.2k tokens when it runs, and up to ~5.4k if it reads all its reference files. Until then it costs about 66 tokens; SKILL.md has 1,288 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from autonomous-ai/openharness at commit 54a1f1b, republished under its MIT licence (© autonomous-ai). 1,288 words, ~5,193 tokens.
.claude/skills/particles/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.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
// 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 onceParticleEmitter 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.
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.
Most config properties (speed, scale, alpha, angle, x, y, etc.) accept flexible value formats:
x: 400 // static value
x: [100, 200, 300, 400] // random pick from array
x: { min: 100, max: 700 } // random float in range
x: { min: 100, max: 700, int: true } // random integer
x: { random: [100, 700] } // random integer shorthand
scale: { start: 0, end: 1 } // ease over lifetime (default linear)
scale: { start: 0, end: 1, ease: 'bounce.out' } // custom ease
scale: { start: 4, end: 0.5, random: true } // random start, ease to end
x: { values: [50, 500, 200, 800], interpolation: 'catmull' } // interpolation
x: { steps: 32, start: 0, end: 576 } // stepped sequential
x: { steps: 32, start: 0, end: 576, yoyo: true } // stepped with yoyo
x: { // custom callbacks
onEmit: (particle, key, t, value) => value,
onUpdate: (particle, key, t, value) => value
}
x: (particle, key, t, value) => value + 50 // emit-time callback shorthandEmit-only (no onUpdate): angle, delay, hold, lifespan, quantity, speedX, speedY.
Emit + Update (support start/end, onUpdate): accelerationX/Y, alpha, bounce, maxVelocityX/Y, moveToX/Y, rotate, scaleX/Y, tint, x, y.
Flow mode (frequency >= 0): emits quantity particles every frequency ms. Default is frequency: 0 (every frame) with emitting: true.
Explode mode (frequency = -1): emits a batch all at once, then stops.
emitter.flow(100, 5); // 5 particles every 100ms
emitter.flow(100, 5, 50); // auto-stop after 50 total
emitter.explode(30, 200, 400); // burst 30 at position
emitter.explode(30); // burst at emitter position// Scale and alpha with custom easing
this.add.particles(400, 300, 'spark', {
lifespan: 2000,
speed: 100,
scale: { start: 1, end: 0, ease: 'power2' },
alpha: { start: 1, end: 0, ease: 'cubic.in' }
});The color property interpolates through an array of colors over particle lifetime (overrides tint):
this.add.particles(400, 300, 'spark', {
lifespan: 2000, speed: 100, scale: { start: 0.5, end: 0 },
color: [0xfacc22, 0xf89800, 0xf83600, 0x9f0404], colorEase: 'quad.out'
});this.add.particles(400, 300, 'spark', { tint: 0xff0000 }); // static
this.add.particles(400, 300, 'spark', { tint: { start: 0xffffff, end: 0xff0000 } }); // over lifetimeA GravityWell applies inverse-square gravitational force, pulling (or repelling with negative power) particles toward a point.
const emitter = this.add.particles(400, 300, 'spark', {
speed: 100, lifespan: 4000, scale: { start: 0.4, end: 0 }, quantity: 2
});
const well = emitter.createGravityWell({
x: 400, y: 300, power: 2, epsilon: 100, gravity: 50
});
// Update at runtime
well.x = 300;
well.power = -1; // negative = repel
// Or create manually and add
const well2 = new Phaser.GameObjects.Particles.GravityWell(500, 200, 3, 100, 50);
emitter.addParticleProcessor(well2);
emitter.removeParticleProcessor(well2);A RandomZone spawns particles at random positions within a shape. The source must have a getRandomPoint(point) method -- all Phaser geometry classes (Circle, Ellipse, Rectangle, Triangle, Polygon, Line) support this, or provide a custom source:
// Using built-in geometry
this.add.particles(400, 300, 'spark', {
speed: 50, lifespan: 2000,
emitZone: { type: 'random', source: new Phaser.Geom.Circle(0, 0, 100) }
});
// Custom source object (any object with getRandomPoint)
emitter.addEmitZone({
type: 'random',
source: {
getRandomPoint: (point) => {
const a = Math.random() * Math.PI * 2;
point.x = Math.cos(a) * 100;
point.y = Math.sin(a) * 50;
return point;
}
}
});An EdgeZone places particles sequentially along shape edges. The source must have a getPoints(quantity, stepRate) method. Curves, Paths, and all geometry shapes support this:
this.add.particles(400, 300, 'spark', {
lifespan: 1500, speed: 20,
emitZone: {
type: 'edge',
source: new Phaser.Geom.Circle(0, 0, 150),
quantity: 48, // number of points on edge (use 0 with stepRate instead)
yoyo: false, // reverse direction at ends
seamless: true // remove duplicate endpoint
}
});
// Or add post-creation with any source that has getPoints
emitter.addEmitZone({ type: 'edge', source: geom, quantity: 50, yoyo: false, seamless: true });Multiple emission zones: Pass an array to emitZone or call addEmitZone() multiple times. Zones iterate in sequence. The total property controls how many particles emit before rotating to the next zone (-1 = never rotate).
this.add.particles(400, 300, 'spark', {
emitZone: [
{ type: 'random', source: new Phaser.Geom.Circle(0, 0, 50) },
{ type: 'random', source: new Phaser.Geom.Circle(200, 0, 50) }
]
});A DeathZone kills particles when they enter (or leave) a region. The source must have a contains(x, y) method.
// Kill particles entering a rectangle
this.add.particles(400, 100, 'spark', {
speed: 200, lifespan: 5000, gravityY: 100,
deathZone: { type: 'onEnter', source: new Phaser.Geom.Rectangle(300, 400, 200, 50) }
});
// Kill particles leaving a circle (confine to area)
this.add.particles(400, 300, 'spark', {
speed: 100, lifespan: 5000,
deathZone: { type: 'onLeave', source: new Phaser.Geom.Circle(400, 300, 150) }
});
// Custom death zone source (any object with contains)
emitter.addDeathZone({
type: 'onEnter',
source: { contains: (x, y) => x > 600 && y > 400 }
});const player = this.add.sprite(100, 100, 'player');
const emitter = this.add.particles(0, 0, 'spark', {
speed: 50, lifespan: 800, scale: { start: 0.5, end: 0 }
});
emitter.startFollow(player); // follow position
emitter.startFollow(player, 10, -20); // with offset
emitter.startFollow(player, 0, 0, true); // track visibility too
emitter.stopFollow();
// Or via config:
this.add.particles(0, 0, 'spark', { follow: player, followOffset: { x: 0, y: -20 } });// Via config
const emitter = this.add.particles(400, 300, 'spark', {
speed: 100, lifespan: 2000,
emitCallback: (particle, emitter) => { /* on emit */ },
deathCallback: (particle) => { /* on death */ }
});
// Or set after creation
emitter.onParticleEmit((particle, emitter) => { /* ... */ });
emitter.onParticleDeath((particle) => { /* ... */ });
// Iterate alive/dead particles
emitter.forEachAlive((particle, emitter) => { /* particle.x, particle.lifeT */ });// Auto-stop after 3 seconds (alive particles continue until they expire)
this.add.particles(400, 300, 'spark', { speed: 100, duration: 3000 });
// Emit exactly 50 particles then stop
this.add.particles(400, 300, 'spark', { speed: 100, stopAfter: 50 });
// Pre-warm: fast-forward 2 seconds so particles visible on first frame
this.add.particles(400, 300, 'spark', { speed: 100, lifespan: 2000, advance: 2000 });
// Or manually: emitter.fastForward(2000, 50);this.add.particles(400, 300, 'spark', {
speed: 200, lifespan: 5000, bounce: 0.8,
bounds: { x: 100, y: 100, width: 600, height: 400 },
collideLeft: true, collideRight: true, collideTop: true, collideBottom: true
});
// Or: emitter.addParticleBounds(100, 100, 600, 400);// Random frame per particle
this.add.particles(400, 300, 'flares', { frame: ['red', 'green', 'blue'] });
// Sequential frames cycling through with quantity per frame
this.add.particles(400, 300, 'flares', {
frame: { frames: ['red', 'green', 'blue'], cycle: true, quantity: 4 }
});
// Particle animation (plays anim over particle lifetime)
this.add.particles(400, 300, 'explosion', { anim: 'explode_anim', lifespan: 1000 });
// Multiple anims, randomly assigned
this.add.particles(400, 300, 'sheet', {
anim: { anims: ['fire', 'smoke'], cycle: false, quantity: 1 }
});this.add.particles(400, 300, 'spark', { sortProperty: 'y', sortOrderAsc: true });
// Or: sortCallback: (a, b) => a.y - b.yExtend ParticleProcessor to apply custom per-particle logic each frame. Implement update(particle, delta, step, t):
class WindProcessor extends Phaser.GameObjects.Particles.ParticleProcessor {
constructor (windX, windY) {
super(0, 0);
this.windX = windX;
this.windY = windY;
}
update (particle, delta, step, t) {
particle.velocityX += this.windX * step;
particle.velocityY += this.windY * step;
}
}
emitter.addParticleProcessor(new WindProcessor(0.5, 0));Extend Particle and override update for per-particle behavior. Set via particleClass in config:
class TrailParticle extends Phaser.GameObjects.Particles.Particle {
update (delta, step, processors) {
const result = super.update(delta, step, processors);
this.alpha = this.lifeT; // custom: alpha matches life progress
return result; // must return true if particle is still alive
}
}
this.add.particles(400, 300, 'spark', {
particleClass: TrailParticle,
speed: 100, lifespan: 2000
});| Property | Type | Default | Description |
|---|---|---|---|
active | boolean | true | False = emitter does not update at all |
emitting | boolean | true | False = no new particles (alive ones still update) |
blendMode | string/number | 0 | Blend mode for rendering |
frequency | number | 0 | ms between flow cycles; 0 = every frame; -1 = explode |
gravityX, gravityY | number | 0 | Gravity in px/s^2 |
maxParticles | number | 0 | Hard limit on total particle objects (0 = unlimited) |
maxAliveParticles | number | 0 | Max alive particles at once (0 = unlimited) |
duration | number | 0 | Auto-stop after ms (0 = forever) |
stopAfter | number | 0 | Auto-stop after N particles emitted (0 = unlimited) |
advance | number | 0 | Fast-forward on creation (ms) |
radial | boolean | true | True = speed+angle; false = speedX/speedY |
particleBringToTop | boolean | true | New particles render on top |
timeScale | number | 1 | Time multiplier for updates |
follow | Vector2Like | null | Object to follow |
followOffset | Vector2Like | Offset from follow target | |
trackVisible | boolean | false | Match follow target's visibility |
reserve | number | Pre-allocate particle objects | |
particleClass | function | Particle | Custom particle class |
sortProperty | string | Particle property to sort by | |
sortOrderAsc | boolean | Sort ascending if true |
All accept the flexible value formats described above.
| Property | Default | E/U | Description |
|---|---|---|---|
x, y | 0 | E+U | Particle offset from emitter |
speed | 0 | E | Radial speed (sets speedX, deactivates speedY) |
speedX, speedY | 0 | E | Directional speed (sets radial=false) |
angle | {min:0,max:360} | E | Emission angle in degrees |
scale | 1 | E+U | Uniform scale (sets scaleX, deactivates scaleY) |
scaleX, scaleY | 1 | E+U | Non-uniform scale |
alpha | 1 | E+U | Alpha transparency |
rotate | 0 | E+U | Rotation in degrees |
tint | 0xffffff | E+U | Tint color (WebGL) |
color | E+U | Color array to interpolate (overrides tint) | |
colorEase | Ease for color interpolation | ||
lifespan | 1000 | E | Lifetime in ms |
delay | 0 | E | Delay before visible (ms) |
hold | 0 | E | Hold at end of life before dying (ms) |
quantity | 1 | E | Particles per flow cycle |
accelerationX/Y | 0 | E+U | Acceleration (px/s^2) |
maxVelocityX/Y | 10000 | E+U | Max velocity |
bounce | 0 | E+U | Bounce restitution (0-1) |
moveToX, moveToY | 0 | E+U | Target position (overrides angle/speed) |
E = emit-only, E+U = emit + update (supports start/end, onUpdate)
| Config Key | Type | Properties |
|---|---|---|
emitZone | object or array | { type: 'random', source: <shape> } |
{ type: 'edge', source: <shape>, quantity, stepRate, yoyo, seamless, total } | ||
deathZone | object or array | { type: 'onEnter'|'onLeave', source: <shape> } |
bounds | object | { x, y, width, height } or { x, y, w, h } |
All events are emitted on the ParticleEmitter instance itself.
| Event | String | Callback Args | When |
|---|---|---|---|
START | 'start' | (emitter) | start() is called and emitter begins emitting |
STOP | 'stop' | (emitter) | stop() is called, or duration/stopAfter limit reached |
COMPLETE | 'complete' | (emitter) | Final alive particle dies after emitter has stopped |
EXPLODE | 'explode' | (emitter, particle) | explode() is called |
DEATH_ZONE | 'deathzone' | (emitter, particle, zone) | A death zone kills a particle |
emitter.on('stop', (emitter) => { /* stopped emitting */ });
emitter.on('complete', (emitter) => { /* all particles dead */ });
emitter.on('deathzone', (emitter, particle, zone) => { /* ... */ });Lifecycle: start(advance?, duration?), stop(kill?), pause(), resume(), flow(frequency, count?, stopAfter?), explode(count?, x?, y?), emitParticleAt(x?, y?, count?), emitParticle(count?, x?, y?), fastForward(time, delta?).
Config: setConfig(config), updateConfig(config).
Following: startFollow(target, offX?, offY?, trackVisible?), stopFollow().
Zones: addEmitZone(config), removeEmitZone(zone), clearEmitZones(), addDeathZone(config), removeDeathZone(zone), clearDeathZones().
Processors: createGravityWell(config), addParticleProcessor(processor), removeParticleProcessor(processor), getProcessors().
Bounds: addParticleBounds(x, y, w, h, collideL?, collideR?, collideT?, collideB?).
Callbacks/Iteration: onParticleEmit(cb, ctx?), onParticleDeath(cb, ctx?), killAll(), forEachAlive(cb, ctx?), forEachDead(cb, ctx?).
Counts: getAliveParticleCount(), getDeadParticleCount(), getParticleCount(), atLimit(), reserve(count).
Property setters: setParticleSpeed(x, y?), setParticleScale(x, y?), setParticleGravity(x, y), setParticleAlpha(value), setParticleTint(value), setParticleLifespan(value), setEmitterAngle(value), setQuantity(qty), setFrequency(freq, qty?), setRadial(value), setEmitterFrame(frames, random?, qty?), setAnim(anims, random?, qty?).
Sorting: setSortProperty(property, ascending?), setSortCallback(callback), depthSort().
Utility: getBounds(padding?, advance?, delta?, output?), overlap(target).
| Property/Method | Description |
|---|---|
x, y | World position of the well |
power | Force strength (negative to repel) |
epsilon | Min distance for force calc (default 100) |
gravity | Gravitational constant (default 50) |
active | Enable/disable processing (inherited from ParticleProcessor) |
Constructor: new GravityWell(x, y, power, epsilon, gravity) or new GravityWell(config) where config is { x, y, power, epsilon, gravity }.
this.add.particles() returns a ParticleEmitter directly.speed vs speedX/speedY: speed sets speedX and deactivates speedY (radial). speedX/speedY switches to point mode (radial: false).scale vs scaleX/scaleY: scale applies to scaleX and deactivates scaleY. Use both for non-uniform scaling.color overrides tint: They are mutually exclusive; color (array) takes priority.moveToX/moveToY: Both must be set to activate. Overrides angle and speed.emitting vs active: emitting: false = no new particles but alive ones update. active: false = entire emitter frozen.stop vs complete: 'stop' fires when emission stops. 'complete' fires when the last alive particle dies.frequency: 0: Means emit every frame (max rate), not "never." Use emitting: false to prevent emission.frequency: -1: Puts the emitter in explode mode -- it will not flow automatically. Use explode() to emit bursts.hold freezes particle: After lifespan expires, hold keeps the particle visible and frozen for the specified ms before it dies. Useful for trail/lingering effects.advance fast-forwards: Pre-warms the emitter by simulating the given ms on creation, so particles are already visible on the first frame.reserve(count) pre-allocates: Call reserve() or set reserve in config to pre-create particle objects upfront, avoiding GC spikes during gameplay from on-demand allocation.getRandomPoint(point). EdgeZone needs getPoints(quantity, stepRate). DeathZone needs contains(x, y).maxParticles limits total objects (not alive count). Use maxAliveParticles for visible limit.frame config for multi-frame textures.See references/REFERENCE.md for the full source file map. Key entry points: src/gameobjects/particles/ParticleEmitter.js (main class), src/gameobjects/particles/Particle.js (individual particle), src/gameobjects/particles/zones/ (zone classes).
© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in store/agents/phaser/skills/particles of autonomous-ai/openharness.
Open the folder on GitHubat commit 54a1f1b
Particles next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Particles this skillautonomous-ai/openharness | 1.1k | — | ~5.2k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
autonomous-ai/openharness
Slices 3D mesh files into printer-profiled plain G-code through real slicer CLIs, with backend discovery, input inspection, dry runs and static validation.
autonomous-ai/openharness
Turns a home-automation request into standard, testable automations.yaml, run against Home Assistant Core's real triggers and verified with its own trace tool.
autonomous-ai/openharness
Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.
autonomous-ai/openharness
Turns an STL and explicit printer and material requirements into compared OrcaSlicer plans, an editable 3MF project, checked G-code and a portable handoff.
autonomous-ai/openharness
Builds an editable DOCX report, a formula-driven XLSX workbook and a fresh LibreOffice PDF preview from one structured source file, then checks them together.
autonomous-ai/openharness
Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.
Categories
A skill your agent uses when creating particle effects in Phaser 4. Particles is an agent skill from autonomous-ai/openharness. Use this skill when creating particle effects in Phaser 4.
Particles fits situations like: creating particle effects in Phaser 4; particle effect.
Run `npx skills add autonomous-ai/openharness --skill particles -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/particles in autonomous-ai/openharness) into .claude/skills/particles in your project. Claude Code loads it when a task matches its description.
Run `npx skills add autonomous-ai/openharness --skill particles -a codex`. Or copy the skill folder (store/agents/phaser/skills/particles in autonomous-ai/openharness) into .agents/skills/particles in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill particles -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/particles, .gemini/skills/particles, .github/skills/particles and .opencode/skills/particles in your project.
SKILL.md names no scripts, command-line tools or credentials: Particles is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Particles is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.2k tokens (SKILL.md is roughly 21k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 256 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Particles: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,137 GitHub stars. The repository holds 99 skills in this directory. The repository was last updated on October 7, 2026.
Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.