Phaser AE

Autorun Platformer 2D

Pro packv3.0.0-42DArcade

One-button platforming: the hero runs by themselves, turns at walls and the player only jumps. Seeded courses come with a recorded input route that reaches the finish, so every generated level is known to be beatable.

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Released October 14, 2026 · updated October 19, 2026

Autorun Platformer 2D: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

A course is a finite platform level with a start, a goal and, optionally, coins and pads. The runner moves on its own in its current direction, and the only input is jump: a tap gives a low jump, a hold a higher one. A wall kick turns the runner round. Pads change the rhythm: a pause pad freezes the run until a fresh jump press, so the player can breathe and time the next section, and a reverse pad flips the direction or sends the runner a set way. Each pad fires once when the grounded runner enters it, and holding jump never bounces off a pad by itself.

The movement is the platformer-2d motor, with real collisions, gravity and wall jumps, not a separate character controller. Every session records its inputs one fixed 60th of a second at a time, so retry restores the last grounded checkpoint by replay, rewind steps back a number of recorded ticks, and a recording plays back exactly.

generateAutorun builds courses from a seed. Gardens are mostly grounded islands with raised hurdles and bonus ledges, terraces change height, skyways hang separate platforms in the air, and switchbacks climb through alternating wall reversals. Seeds vary lengths, gaps, heights, obstacles, bonus routes, pad positions and the number of sections, and difficulty raises running speed, gap demand and course length. Each candidate is searched for an input route that reaches the finish and replayed independently before it is returned, with the route included.

Features

  • One-button control — tap for a short jump, hold for a high one; movement is automatic.
  • Wall reversals — a successful wall kick turns the runner round.
  • Pause and reverse pads — hold the run until a fresh press, or change direction, once per pad.
  • Coin routes — optional collectibles on bonus ledges, off the main line.
  • Seeded generator — gardens, terraces, skyways, switchbacks or mixed, at easy, medium, hard and very hard, with three to twelve sections.
  • Proven courses — every generated level comes with a compressed input route, replayed against the real rules.
  • Retry, rewind and replay — checkpoints by replay, a rewind in ticks, a recording and exact playback.
  • Planner for your own courses — planAutorun looks for a route through a course you authored.

Good for

  • One-button mobile platformers, where tap timing is the whole game.
  • Wall-kick climbing courses, with switchbacks that zig-zag up a tower.
  • Rhythm-paced level packs, using pause pads to break a course into readable sections.
  • Daily challenge levels, where a seed gives every player the same proven course.
  • Speed-run modes, with recorded inputs and exact replays.

Make it yours

The generator takes a seed, a difficulty, a style and a section count, and returns the resolved parameters with the course. An authored course is a platformer-2d level, with its terrain, coins, gravity, speed and jump strength, plus a starting direction and any pause or reverse pads you place; wall jumps must be allowed for the runner and the wall.

Two materially different uses: an easy gardens course of three sections with coins on raised ledges, for a first level; and a very hard switchbacks course of twelve sections that climbs by wall kicks at top speed. A third is authored: your own terrain with a reverse pad that sends the runner back across a lower floor.

A quick look

Generate a hard terraces course and feed it a fixed-step jump:

import { createAutorun, generateAutorun } from '@phaser-ae/autorun-platformer-2d';
const level = generateAutorun({ seed: 29, difficulty: 'hard', style: 'terraces' });
const run = createAutorun(level.config);
run.tick({ jump: true });    // one fixed 1/60-second input
run.tick({ jump: false });   // release early for a lower jump

Works with

  • platformer-2d — supplies the motor and the course format; reach for it for manual platforming.
  • rooftop-runner-2d — for forward-only rooftop survival rather than finite courses.
  • runner-core — for endless runners with chunks laid ahead.
  • platform-map and the other platform-* packs — for single-screen arcade platforming.

Good to know

  • A proven route shows the course can be finished, not that every coin can be collected, nor a minimum jump count or a human difficulty.
  • planAutorun failing on an authored course does not prove the course impossible; it searched within a frame budget.
  • Generation tries at most 100 candidates and throws if none is proven, rather than returning a fixed fallback.
  • Courses are finite, three to twelve sections, within the motor's limit of 24,000 simulated frames.

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