particles
Skill7 starsChanged 10 months agoMITView on GitHub
Particle system animations including emitters, physics, and visual effects like confetti, snow, sparks, and fire. Use when creating celebration effects, environmental particles, or physics-based motion. Provides emission rates, lifespans, velocities, and preset configurations.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- phaserjs/phasertheir own version, first seen Oct 8, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- phaserjs/phaser★ 40ksame name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository87 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- motion-designSkill
- 3d-transformsSkill
- accessibilitySkill
- android-nativeSkill
- animation-recipesSkill
- anticipationSkill
- arc-motionSkill
- attention-choreographySkill
- attentionSkill
- audio-reactiveSkill
- blurSkill
- brand-animationSkill
- cameraSkill
- characterSkill
- choice-resolutionSkill
- cinematicSkill
- code-generationSkill
- colorSkill
- component-animationsSkill
- compositingSkill
- consequenceSkill
- container-transformSkill
- css-advancedSkill
- data-visualizationSkill
- depthSkill
- distortionSkill
- dramaturgySkill
- durationSkill
- easingSkill
- emotional-journeySkill
- emotion-mappingSkill
- emotion-selectionSkill
- empty-statesSkill
- entrance-patternsSkill
- exaggerationSkill
- exit-patternsSkill
- exportSkill
- figma-integrationSkill
- follow-throughSkill
- frame-timingSkill
- gesture-motionSkill
- glow-shadowSkill
- intentSkill
- ios-nativeSkill
- loading-statesSkill
- loopingSkill
- lottieSkill
- masksSkill
- microstateSkill
- morphingSkill
- motion-auditSkill
- motion-blurSkill
- motion-principlesSkill
- motion-specsSkill
- narrative-arcSkill
- notificationsSkill
- onboardingSkill
- opacitySkill
- orchestratorSkill
- The first 60 shown.
The file
Files
Particles
Particle system animations for effects and ambiance.
Standards Reference
| Standard | Documentation |
| W3C DTCG | designtokens.org |
| Canvas API | developer.mozilla.org/Canvas_API |
| PixiJS | pixijs.com/guides/components/sprites |
Quick Reference
Load from: tokens/particles.tokens.json
Emission Rates
| Token | Value | Use |
rate-sparse | 5/s | Occasional particles |
rate-normal | 30/s | Standard emission |
rate-dense | 60/s | Dense field |
rate-burst | 500 | Explosion burst |
Particle Lifespans
| Token | Value | Use |
flash | 100ms | Sparks, quick flashes |
short | 500ms | Quick particles |
medium | 1500ms | Standard |
long | 3000ms | Slow-falling |
Presets
| Preset | Gravity | Notes |
confetti | Light down | Rotation, slow fall |
snow | Gentle down | Drift, long life |
sparks | Normal down | Fast fade, short life |
bubbles | Up (negative) | Wobble, transparent |
fire | Up (negative) | Scale shrink, color shift |
smoke | Up (negative) | Scale grow, fade out |
Selection Guide
What effect?
│
├── CELEBRATION → confetti, sparkles
│ ├── Burst emission (500+)
│ ├── Light gravity (100-200)
│ └── Rotation enabled
│
├── WEATHER → rain, snow
│ ├── Continuous emission (20-60)
│ ├── Long lifespan (3000+)
│ └── Gravity varies (snow: 50, rain: 800)
│
├── FIRE/SMOKE → flames, plumes
│ ├── Continuous emission (30-60)
│ ├── Negative gravity (rise)
│ └── Scale/opacity over life
│
├── IMPACT → sparks, debris
│ ├── Burst emission
│ ├── Short lifespan (100-500)
│ └── High velocity, decay
│
└── AMBIENT → dust, fireflies
├── Sparse emission (5-15)
├── Long lifespan
└── Gentle driftPatterns
Basic Particle System
Minimal particle implementation.
JavaScript (Canvas):
class Particle {
constructor(x, y, config) {
this.x = x;
this.y = y;
this.vx = (Math.random() - 0.5) * config.velocity;
this.vy = (Math.random() - 0.5) * config.velocity;
this.life = config.lifespan;
this.maxLife = config.lifespan;
this.size = config.size;
this.gravity = config.gravity || 0;
}
update(dt) {
this.vy += this.gravity * dt;
this.x += this.vx * dt;
this.y += this.vy * dt;
this.life -= dt * 1000;
}
get progress() {
return 1 - (this.life / this.maxLife);
}
get alpha() {
return 1 - this.progress; // Fade out
}
get isAlive() {
return this.life > 0;
}
}
class ParticleSystem {
constructor(canvas, config) {
this.ctx = canvas.getContext('2d');
this.particles = [];
this.config = {
rate: 30, // {motion.particles.emission.rate-normal}
lifespan: 1500, // {motion.particles.lifespan.medium}
velocity: 100, // {motion.particles.velocity.medium}
size: 4, // {motion.particles.size.small}
gravity: 0,
...config
};
this.emitting = false;
}
emit(x, y, count = 1) {
for (let i = 0; i < count; i++) {
this.particles.push(new Particle(x, y, this.config));
}
}
update(dt) {
this.particles = this.particles.filter(p => {
p.update(dt);
return p.isAlive;
});
}
render() {
this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
this.particles.forEach(p => {
this.ctx.globalAlpha = p.alpha;
this.ctx.fillStyle = '#fff';
this.ctx.beginPath();
this.ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
this.ctx.fill();
});
this.ctx.globalAlpha = 1;
}
start(x, y) {
this.emitting = true;
const emitInterval = 1000 / this.config.rate;
const emitLoop = setInterval(() => {
if (!this.emitting) {
clearInterval(emitLoop);
return;
}
this.emit(x, y);
}, emitInterval);
}
stop() {
this.emitting = false;
}
}Confetti Burst
Celebration confetti effect.
JavaScript:
class Confetti extends Particle {
constructor(x, y) {
super(x, y, {
velocity: 400, // {motion.particles.velocity.rapid}
lifespan: 3000, // {motion.particles.lifespan.long}
size: 8, // {motion.particles.size.medium}
gravity: 200 // {motion.particles.gravity.light}
});
this.rotation = Math.random() * 360;
this.rotationSpeed = (Math.random() - 0.5) * 720;
this.color = this.randomColor();
this.width = 8 + Math.random() * 8;
this.height = 4 + Math.random() * 4;
// Initial burst upward
this.vy = -200 - Math.random() * 300;
this.vx = (Math.random() - 0.5) * 400;
}
randomColor() {
const colors = ['#ff6b6b', '#4ecdc4', '#ffe66d', '#95e1d3', '#f38181', '#aa96da'];
return colors[Math.floor(Math.random() * colors.length)];
}
update(dt) {
super.update(dt);
this.rotation += this.rotationSpeed * dt;
// Air resistance
this.vx *= 0.99;
this.vy *= 0.99;
}
render(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation * Math.PI / 180);
ctx.globalAlpha = this.alpha;
ctx.fillStyle = this.color;
ctx.fillRect(-this.width/2, -this.height/2, this.width, this.height);
ctx.restore();
}
}
function confettiBurst(canvas, x, y, count = 100) {
const particles = [];
const ctx = canvas.getContext('2d');
// Burst emission {motion.particles.emission.rate-burst}
for (let i = 0; i < count; i++) {
particles.push(new Confetti(x, y));
}
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
particles.forEach((p, i) => {
p.update(1/60);
if (p.isAlive) {
p.render(ctx);
}
});
const alive = particles.filter(p => p.isAlive);
if (alive.length > 0) {
requestAnimationFrame(animate);
}
}
animate();
}Snow Effect
Gentle falling snow.
JavaScript:
class Snowflake extends Particle {
constructor(canvasWidth, canvasHeight) {
const x = Math.random() * canvasWidth;
const y = -10;
super(x, y, {
velocity: 20, // {motion.particles.velocity.gentle}
lifespan: 8000, // {motion.particles.lifespan.extended}
size: 2 + Math.random() * 4,
gravity: 50 // {motion.particles.gravity.float-gentle} (positive = down)
});
this.canvasHeight = canvasHeight;
this.driftAmplitude = 30;
this.driftSpeed = 0.5 + Math.random() * 0.5;
this.startX = x;
}
update(dt) {
super.update(dt);
// Horizontal drift
const elapsed = (this.maxLife - this.life) / 1000;
this.x = this.startX + Math.sin(elapsed * this.driftSpeed) * this.driftAmplitude;
// Reset when off screen
if (this.y > this.canvasHeight) {
this.life = 0;
}
}
}
function snowEffect(canvas) {
const particles = [];
const ctx = canvas.getContext('2d');
const rate = 30; // {motion.particles.emission.rate-normal}
setInterval(() => {
particles.push(new Snowflake(canvas.width, canvas.height));
}, 1000 / rate);
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.update(1/60);
if (!p.isAlive) {
particles.splice(i, 1);
continue;
}
ctx.globalAlpha = 0.8;
ctx.fillStyle = '#fff';
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
}
requestAnimationFrame(animate);
}
animate();
}Fire/Flame Effect
Rising flame particles.
JavaScript:
class FireParticle extends Particle {
constructor(x, y) {
super(x, y, {
velocity: 50,
lifespan: 1000, // {motion.particles.lifespan.short}
size: 8,
gravity: -100 // {motion.particles.gravity.float-up}
});
// Spread
this.vx = (Math.random() - 0.5) * 30;
this.vy = -50 - Math.random() * 50;
}
get color() {
// Color over life: yellow -> orange -> red -> transparent
const p = this.progress;
if (p < 0.25) return `rgba(255, 255, 100, ${1 - p * 2})`;
if (p < 0.5) return `rgba(255, 180, 50, ${1 - p})`;
return `rgba(255, 80, 20, ${1 - p})`;
}
get currentSize() {
// Scale over life: shrink
return this.size * (1 - this.progress * 0.7);
}
}
function fireEffect(canvas, x, y) {
const particles = [];
const ctx = canvas.getContext('2d');
const rate = 60; // {motion.particles.emission.rate-dense}
setInterval(() => {
const spreadX = x + (Math.random() - 0.5) * 20;
particles.push(new FireParticle(spreadX, y));
}, 1000 / rate);
function animate() {
// Semi-transparent clear for trail effect
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.update(1/60);
if (!p.isAlive) {
particles.splice(i, 1);
continue;
}
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.currentSize, 0, Math.PI * 2);
ctx.fill();
}
requestAnimationFrame(animate);
}
animate();
}CSS-Only Particles
Simple CSS particle animation.
CSS:
.particle-container {
position: relative;
overflow: hidden;
}
.particle {
position: absolute;
width: 8px;
height: 8px;
background: white;
border-radius: 50%;
animation: particle-rise 3s ease-out forwards;
}
@keyframes particle-rise {
0% {
opacity: 1;
transform: translateY(0) scale(1);
}
100% {
opacity: 0;
transform: translateY(-200px) scale(0.5);
}
}
/* Staggered particles */
.particle:nth-child(1) { left: 20%; animation-delay: 0s; }
.particle:nth-child(2) { left: 40%; animation-delay: 0.2s; }
.particle:nth-child(3) { left: 60%; animation-delay: 0.1s; }
.particle:nth-child(4) { left: 80%; animation-delay: 0.3s; }Libraries
tsParticles
import { tsParticles } from "tsparticles-engine";
tsParticles.load("particles", {
particles: {
number: { value: 50 },
size: { value: 3 },
move: {
enable: true,
speed: 2,
direction: "none"
},
opacity: {
value: 0.5,
animation: { enable: true, minimumValue: 0.1 }
}
}
});Framer Motion + React
function Particle({ delay }: { delay: number }) {
return (
<motion.div
className="particle"
initial={{ opacity: 0, y: 0, scale: 0 }}
animate={{
opacity: [0, 1, 0],
y: -200,
scale: [0, 1, 0.5]
}}
transition={{
duration: 2,
delay,
ease: "easeOut"
}}
/>
);
}Reduced Motion
For prefers-reduced-motion: reduce:
| Full Motion | Reduced Alternative |
| Particle animation | Static decorative elements |
| Confetti burst | Color flash or none |
| Continuous particles | Very sparse or disabled |
Implementation:
const prefersReducedMotion = window.matchMedia(
'(prefers-reduced-motion: reduce)'
).matches;
if (prefersReducedMotion) {
// Disable particle effects or use static alternative
return;
}Cross-References
- See
procedural/for noise-based particle motion - See
looping/for continuous particle effects - See
glow-shadow/for particle glow effects - See
opacity/for particle fade patterns
References
references/emitter-types.md— Emitter shape implementations
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

