---
title: "Actor movement chips: API"
package: "@phaser-ae/actors"
tier: Free
version: 3.0.0-2
released: 2026-10-14
updated: 2026-10-19
description: "The movement behaviours arcade enemies are made of, seek, flee, orbit, home, patrol and wander, plus motion, splitting, timers and hyperspace, for anything with a position and velocity."
url: https://phaser.io/packs/actors/api
site: Phaser - https://phaser.io
---

# Actor movement chips: API

`@phaser-ae/actors` — The movement chips an arcade game is made of: seek, flee, orbit, home, approach, evade, patrol, wander, plus integrate, splitting, timers and hyperspace.

## The pack

### `actors`

```ts
function actors(): Pack<{ actors: ActorsApi }>
```

The `actors` pack. Pure logic, so it needs no backend and runs headless.

## Helpers

### `chips`

```ts
const chips: { drift(a: Mover & { spin?: number; }, dt: number, o?: IntegrateOptions): void; seek(a: Mover, to: XY, o: SeekOptions, dt: number): void; ... 12 more ...; wander(a: Mover, speed: number, turn: number, rng: () => number, dt: number): void; } …
```

The chips. Each is one frame of one behaviour, mutating the mover — compose
them by calling more than one, and none of them owns the actor.

### `createTimer`

```ts
function createTimer(period: number, o: { repeat?: boolean; start?: boolean; ready?: boolean } = {}): Timer
```

Creates a Timer.

### `faceVelocity`

```ts
function faceVelocity(a: Mover): void
```

Point a mover along its own velocity — the drifting rock, the free-flying shot.

### `hyperspace`

```ts
function hyperspace(a: Mover, area: { x?: number; y?: number; w: number; h: number }, rng: () => number, o: { danger?: number; clear?: number; avoid?: readonly XY[]; tries?: number } = {}, ): HyperspaceResult
```

Jump somewhere random. `danger` is the chance it goes wrong, and `clear` keeps
a successful jump away from the things listed — a hyperspace that can drop you
on a rock is a coin flip, not a decision.

### `integrate`

```ts
function integrate(a: Mover, dt: number, o: IntegrateOptions = {}): void
```

One step of plain motion. `drag` is per SECOND, not per frame, so the feel
does not change with the frame rate — the mistake `vx *= 0.98` makes.

### `speedOf`

```ts
function speedOf(a: Mover): number
```

Current speed.

### `splitInto`

```ts
function splitInto(parent: Mover, o: { count?: number; /** Outward speed added to the inherited velocity. */ speed?: number; /** Total fan, radians. Default a full circle. */ spread?: number; /** Fraction of the parent's velocity kept. Default 1. */ inherit?: number; /** Spread the fan about this heading. Default the parent's own. */ angle?: number; rng?: () => number; } = {}): Mover[]
```

The split: children at the parent's position, sharing its momentum plus an
even outward fan. Inheriting the parent's velocity is what makes an Asteroids
split read as one rock breaking rather than two rocks appearing.

## Classes

### `Timer`

```ts
class Timer
```

A countdown that reports the frame it fires on. Minelayers, hatching grubs,
regenerating shields, reload gates — all the same object.

- `period: number` — The length of the countdown, in seconds.
- `left: number` — Seconds left in the current countdown.
- `repeat: boolean` — True for a timer that re-arms itself after each period.
- `running: boolean` — Off until `start()`.
- `constructor(period: number, o: { repeat?: boolean; start?: boolean; ready?: boolean } = {})`
- `update(dt: number): boolean` — True on the frame it reaches zero. A repeating timer re-arms itself.
- `get ready(): boolean` — Non-destructive readiness: a period has completed and nothing has spent it. Ask as many times a frame as you like — it never advances the clock and never consumes the event, which is exactly what `update(dt)` cannot promise. True on repeating AND one-shot timers alike.
- `use(): boolean` — Ask-AND-consume — the gate a fire button wants. True at most once per completed period, re-arming as it returns, so the cooldown lives in here rather than in the caller: `if (fire.held && reload.use()) shoot();` Works the same whether the timer repeats or not.
- `get frac(): number` — 0..1 through the period — a reload bar, a hatch warning.
- `get done(): boolean` — True when a one-shot timer has fired and stopped.
- `reset(period = this.period): this` — Restarts the countdown, with a new period when one is given. Returns this.
- `stop(): this` — Stops the countdown. Returns this.

## Types

### `ActorsApi`

```ts
type ActorsApi = typeof kit
```

`game.actors` — every function and type this pack carries, as one namespace.

### `AvoidAimOptions`

```ts
interface AvoidAimOptions extends SeekOptions
```

Configures the `avoidAim` chip.

- `arc?: number` — Half-angle of the player's "aimed at me" cone, radians. Default 0.5.
- `retreat?: number` — Acceleration away while aimed at. Default `accel`.

### `HomeOptions`

```ts
interface HomeOptions
```

Configures the `home` chip.

- `speed: number` — Constant flight speed.
- `turn: number` — Radians per second it can turn. A missile that can turn instantly is not a missile.

### `HyperspaceResult`

```ts
interface HyperspaceResult extends XY
```

The result of `hyperspace`: the landing point, and whether the jump was safe.

- `ok: boolean` — False when the jump failed — the classic risk of the verb.

### `IntegrateOptions`

```ts
interface IntegrateOptions
```

Configures `integrate`, and the chips that call it.

- `drag?: number` — Fraction of velocity shed per second, 0..1. Default 0.
- `gravity?: number` — Downward acceleration (screen +y). Default 0.
- `maxSpeed?: number` — Speed ceiling. Default Infinity.

### `Mover`

```ts
interface Mover extends XY
```

The minimum a chip needs. `rot` is optional and in screen-clockwise radians.

- `vx: number` — Velocity on x, in units each second.
- `vy: number` — Velocity on y, in units each second.
- `rot?: number` — The facing angle, in screen-clockwise radians.

### `OrbitOptions`

```ts
interface OrbitOptions
```

Configures the `orbit` chip.

- `radius: number` — The distance from the centre to circle at.
- `rate: number` — Radians per second, + is clockwise on screen.
- `pull?: number` — How hard it is pulled back onto the radius. Default 2.

### `SeekOptions`

```ts
interface SeekOptions extends IntegrateOptions
```

Configures the `seek`, `flee` and `evade` chips.

- `accel: number` — Acceleration toward the target, units/s².
- `standoff?: number` — Stop accelerating inside this. Default 0.

### `XY`

```ts
interface XY
```

A 2D point: the `x` and `y` position.

- `x: number` — The x position.
- `y: number` — The y position.

---

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