---
title: "Board layout: API"
package: "@phaser-ae/board"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Turns grid cells into world positions and back, centred on a 3D table or a 2D screen, with flips that settle which way row 0 runs."
url: https://phaser.io/packs/board/api
site: Phaser - https://phaser.io
---

# Board layout: API

`@phaser-ae/board` — Where a grid's cells are in the world: cell to world and back, centred, on the table plane or the screen plane, with the flips that settle row 0.

## The pack

### `board`

```ts
function board(): Pack<{ board: BoardApi }>
```

The board pack: puts {@link layoutBoard} on `game.board`. No columns, steps, hooks or options; requires nothing.

## Helpers

### `layoutBoard`

```ts
function layoutBoard(opts: BoardOptions): BoardLayout
```

Lay out a grid in the world. Pure: call it once and keep the result, or call it again after a resize.

```ts
const board = layoutBoard({ cols: 4, rows: 4, cell: 1.12 });
for (const c of board.cells()) spawn({ mesh: 'roundedPlane', ...board.toWorld(c.x, c.y) });
```

## Types

### `BoardApi`

```ts
interface BoardApi
```

What `game.board` presents: the one builder, so a game never writes the centring arithmetic itself.

- `layout: typeof layoutBoard` — Lay out a grid in the world. See {@link layoutBoard}.

### `BoardCell`

```ts
interface BoardCell
```

A cell of the grid.

- `x: number` — Column, 0 to `cols - 1`.
- `y: number` — Row, 0 to `rows - 1`.

### `BoardLayout`

```ts
interface BoardLayout
```

A laid-out board: pure lookups, no state.

- `readonly cols: number` — Cells across.
- `readonly rows: number` — Cells down.
- `readonly cell: number` — Centre-to-centre spacing, world units.
- `readonly count: number` — Cells in total — `cols * rows`.
- `readonly width: number` — The board's full extent along its first axis (x), `cols * cell`.
- `readonly depth: number` — The board's full extent along its second axis (z on `'xz'`, y on `'xy'`), `rows * cell`.
- `toWorld(gx: number, gy: number): BoardPoint` — The world centre of a cell. Out-of-range cells extrapolate rather than throw — a piece can be off the board mid-move.
- `toCell(x: number, y: number, z?: number): BoardCell` — The cell a world point falls in, rounded to the nearest centre. May be outside the board; check with {@link BoardLayout.contains}.
- `contains(gx: number, gy: number): boolean` — Is this cell on the board?
- `index(gx: number, gy: number): number` — Row-major index of a cell — the flat array every rule pack keeps. `-1` when off the board.
- `at(index: number): BoardCell` — The cell at a row-major index; the inverse of {@link BoardLayout.index}.
- `cells(): BoardCell[]` — Every cell, row-major — for building the sockets, the backing, the highlight under the cursor.

### `BoardOptions`

```ts
interface BoardOptions
```

How to lay a grid out in the world.

- `cols: number` — Cells across.
- `rows: number` — Cells down.
- `cell?: number` — Centre-to-centre distance between neighbouring cells, in world units. Default 1.
- `plane?: BoardPlane` — The plane the board lies in. Default `'xz'`.
- `x?: number` — World x of the board's centre. Default 0.
- `y?: number` — World y of the board's centre — its height above the ground on `'xz'`. Default 0.
- `z?: number` — World z of the board's centre. Default 0. Ignored on `'xy'`.
- `flipCols?: boolean` — Run columns the other way, so grid x 0 is the `+x` edge instead of the `-x` edge. Default false. Seen from a camera at yaw π that puts column 0 on the right; from yaw 0, on the left. This and `flipRows` are the answer to the only question this pack exists to settle. A rule pack's "up" is row 0, and whether that reads as away from the camera or toward it depends on where the camera is — get it wrong and the board is mirrored, which type-checks, renders, passes every test and is obvious the instant a person plays it.
- `flipRows?: boolean` — Run rows the other way, so grid y 0 is the `+z` edge (the bottom row on `'xy'`) instead of the `-z` edge (the top row). Default false. Seen from a camera at yaw 0, looking along `+z`, that makes row 0 the far row; from yaw π, the near one.

### `BoardPlane`

```ts
type BoardPlane = 'xz' | 'xy'
```

Which world plane the board lies in.

`'xz'` is a table seen in 3D: the board lies flat, y is up and is the board's height above the ground.
`'xy'` is a 2D screen board: y runs DOWN the screen, as it does everywhere in 2D (Law 5), so row 0 is the
top row without anyone having to flip it.

### `BoardPoint`

```ts
interface BoardPoint
```

A point in the world, as this pack hands one back.

- `x: number` — World x.
- `y: number` — World y.
- `z: number` — World z. Always the board's `y` option on `'xy'`, where nothing has depth.

---

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