How can I do this in Phaser 3

I tried today to transfer this Phaser 2 sketch in a Phaser 3 sketch without success

var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
var leftEmitter;
var rightEmitter;
function preload() {
    game.load.image('sky', 'assets/skies/cavern2.png');
    game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);


function create() {

    game.add.image(0, 0, 'sky');


    leftEmitter = game.add.emitter(50, - 200);
    leftEmitter.bounce.setTo(0.5, 0.5);
    leftEmitter.setXSpeed(100, 200);
    leftEmitter.setYSpeed(-50, 50);
    leftEmitter.makeParticles('balls', 0, 250, true, true);

    rightEmitter = game.add.emitter( - 50, - 200);
    rightEmitter.bounce.setTo(0.5, 0.5);
    rightEmitter.setXSpeed(-100, -200);
    rightEmitter.setYSpeed(-50, 50);
    rightEmitter.makeParticles('balls', 1, 250, true, true);

    // explode, lifespan, frequency, quantity
    leftEmitter.start(false, 5000, 20);
    rightEmitter.start(false, 5000, 20);
function update() {
    game.physics.arcade.collide(leftEmitter, rightEmitter, change, null, this);
function change(a, b) {
    a.frame = 3;
    b.frame = 3;

the collision was the Problem

From the docs:

A Particle is a simple Game Object controlled by a Particle Emitter and Manager, and rendered by the Manager. It uses its own lightweight physics system, and can interact only with its Emitter’s bounds and zones.

Thx Blun
I figured out that emitter collisions with Phaser 3 is not possible, so it’s an back step to Phaser 2

1 Like

It’s really sad that Phaser 3 is slowed down at it’s developement. I searched before 1 year for Phaser 3 Particles collision and I must see this feature is not yet implemented. To have ParticleManaghers own physics with boundery bouncing world is ok but for me more useless as to have the collision of praticles self or with other objects.

Phaser 3 isn’t going to have particle–particle collisions.

Just use Arcade Physics.