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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.

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SKILL.md

Particles

Particle system animations for effects and ambiance.

Standards Reference

StandardDocumentation
W3C DTCGdesigntokens.org
Canvas APIdeveloper.mozilla.org/Canvas_API
PixiJSpixijs.com/guides/components/sprites

Quick Reference

Load from: tokens/particles.tokens.json

Emission Rates

TokenValueUse
rate-sparse5/sOccasional particles
rate-normal30/sStandard emission
rate-dense60/sDense field
rate-burst500Explosion burst

Particle Lifespans

TokenValueUse
flash100msSparks, quick flashes
short500msQuick particles
medium1500msStandard
long3000msSlow-falling

Presets

PresetGravityNotes
confettiLight downRotation, slow fall
snowGentle downDrift, long life
sparksNormal downFast fade, short life
bubblesUp (negative)Wobble, transparent
fireUp (negative)Scale shrink, color shift
smokeUp (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 drift

Patterns

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 MotionReduced Alternative
Particle animationStatic decorative elements
Confetti burstColor flash or none
Continuous particlesVery 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

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