Optionalconfig: GPUEmitterConfigGet current alive particle count
Whether currently emitting
Get max capacity
Emit a burst of N particles at once
Optionalx: numberOptionaly: numberDestroy the emitter and its graphics
Set emitter position
Start continuous emission
Stop emission (existing particles continue to live)
Update all particles. Call each frame.
High-performance CPU particle system optimized for large counts. Uses a flat array with pooling — no object allocation during gameplay. Renders via Phaser Graphics for zero-texture overhead.
For true GPU rendering, WebGL custom pipelines would be needed. This implementation targets 5K-10K particles at 60fps via optimized loops.
Usage: