---
title: "Falling-boulder caves: API"
package: "@phaser-ae/boulder-dash"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-19
description: "The rules of the falling-rock cave game, where a digger collects a quota of diamonds while boulders fall and roll, creatures follow walls and an amoeba grows."
url: https://phaser.io/packs/boulder-dash/api
site: Phaser - https://phaser.io
---

# Falling-boulder caves: API

`@phaser-ae/boulder-dash` — Caves scanned a cell at a time: falling and rolling boulders, creatures, amoeba, magic walls and a digger after a diamond quota, as in Boulder Dash.

## The pack

### `boulderDash`

```ts
function boulderDash(): Pack<{ boulderDash: BoulderDashApi }>
```

The `boulder-dash` pack: `game.boulderDash`, Boulder Dash's rules. No options.

## Helpers

### `caves`

```ts
const caves: CaveDef[]
```

The built-in caves.

### `checkBoulderDashSave`

```ts
function checkBoulderDashSave(save: unknown, caves: readonly CaveDef[] = builtIn): string | null
```

Why a save cannot be restored into a game of these caves, or null when it can: the cave must be one of them, every
per-cell list must be that cave's size and hold cells, directions and burn counts, the timers must be finite numbers,
and the random stream a real one. `restore` throws with this reason.

### `createBoulderAutopilot`

```ts
function createBoulderAutopilot(game: BoulderDashGame): BoulderAutopilot
```

The game's autopilot. It only reads `game`.

### `createBoulderDash`

```ts
function createBoulderDash(options: BoulderDashOptions = {}): BoulderDashGame
```

Start a game. Throws, with every fault, on options `validateBoulderDash` refuses.

### `layCave`

```ts
function layCave(cave: CaveDef): CaveLayout | string
```

Lay a cave out: its map, or its fill and drawing.

### `validateBoulderDash`

```ts
function validateBoulderDash(options: BoulderDashOptions = {}): string[]
```

Check a game's options. Empty when it can be played.

## Types

### `BoulderAutopilot`

```ts
interface BoulderAutopilot
```

A player that picks the way to go.

- `next(): Dir | null` — The way to go now, or null to wait.

### `BoulderDashApi`

```ts
interface BoulderDashApi
```

What the `boulder-dash` pack adds to a game: `game.boulderDash`.

- `create: typeof createBoulderDash` — Start a game.
- `validate: typeof validateBoulderDash` — Check a game's options.
- `checkSave: typeof checkBoulderDashSave` — Why a save does not fit a game of these caves, or null.
- `caves: typeof caves` — The built-in caves.
- `lay: typeof layCave` — Lay a cave out.
- `autopilot: typeof createBoulderAutopilot` — A player for an attract mode or a test.

### `BoulderDashEvent`

```ts
type BoulderDashEvent = | { kind: 'cave'; cave: number; name: string } | { kind: 'born' } | { kind: 'dig' } | { kind: 'collect'; diamonds: number } | { kind: 'push' } | { kind: 'thud'; tile: 'boulder' | 'diamond' } | { kind: 'explode'; cell: number; diamonds: boolean } | { kind: 'open' } | { kind: 'exit'; bonus: number } | { kind: 'die'; cause: 'crushed' | 'creature' | 'explosion' | 'time' } | { kind: 'magic' } | { kind: 'amoeba'; into: 'diamond' | 'boulder' } | { kind: 'over' } | { kind: 'won' }
```

Something that happened.

### `BoulderDashGame`

```ts
interface BoulderDashGame
```

A game.

- `readonly state: BoulderDashState` — The live state; read it, do not change it.
- `readonly width: number` — Cells across the current cave, the steel border included.
- `readonly height: number` — Cells down the current cave, the steel border included.
- `readonly caves: readonly CaveDef[]` — The caves in play, in order.
- `move(dir: Dir | null): void` — Hold a way to go, or null to stand.
- `snap(on: boolean): void` — Hold snap: dig or collect beside him without moving.
- `at(x: number, y: number): Cell` — The cell at a column and row.
- `step(dt: number): void` — Advances the game by `dt` seconds, running one cave frame for every `frame` seconds; a `dt` over 0.25 counts as 0.25. Throws if `dt` is negative or not a number.
- `view(): BoulderDashView` — Every cell and a copy of the state, for drawing.
- `drain(): BoulderDashEvent[]` — Takes the events since the last call, oldest first, and clears them. Only the latest 512 are kept.
- `snapshot(): BoulderDashSave` — The whole game as plain JSON, to save.
- `restore(save: BoulderDashSave): void` — Replaces the game with a saved one from `snapshot()` and discards pending events. Throws `boulder-dash.restore: …`, changing nothing, on a save that does not fit this game's caves (`checkBoulderDashSave`).

### `BoulderDashOptions`

```ts
interface BoulderDashOptions
```

A game's options.

- `seed?: number` — Default 1.
- `caves?: CaveDef[]` — The caves, in order. Default `caves`.
- `cave?: number` — The cave to start in, from 0. Default 0.
- `lives?: number` — Lives. Default 3.
- `frame?: number` — Seconds a cave frame takes: the game's speed. Default 0.125.
- `push?: number` — The chance a push moves a boulder, each frame. Default 0.25.
- `growth?: [number, number]` — An amoeba cell's chance to grow each frame, slow and then fast. Default 0.03 and 0.25.

### `BoulderDashSave`

```ts
interface BoulderDashSave
```

A game saved as plain JSON.

- `state: BoulderDashState` — The game's state.
- `cells: Cell[]` — Every cell of the cave, row by row.
- `falling: number[]` — Indices into `cells` of the boulders and diamonds that are falling.
- `dirs: number[]` — Per cell, the way a creature there is heading: 0 up, 1 right, 2 down, 3 left.
- `burn: number[]` — Per cell, the cave frames an explosion there has left to burn.
- `product: Cell[]` — Per cell, what an explosion there leaves behind: a diamond or space.
- `wait: number` — Seconds left of the pause at a cave's start, a death or an exit.
- `carry: number` — Seconds of unspent time towards the next cave frame.
- `magicTime: number` — Seconds the magic wall stays active, once woken.
- `amoebaTime: number` — Seconds since the cave began; the amoeba grows fast once this passes its slow period.
- `rng: RngState` — The random stream's state.

### `BoulderDashState`

```ts
interface BoulderDashState
```

Where the game stands.

- `phase: 'start' | 'play' | 'dead' | 'exit' | 'over' | 'won'` — `start` while Rockford arrives, `play`, `dead` after a death, `exit` after leaving a cave, `over` with no lives left, `won` after the last cave.
- `cave: number` — Index of the current cave in the game's `caves`, from 0.
- `lives: number` — Lives left, including the one in play.
- `score: number` — Points scored so far.
- `diamonds: number` — Diamonds collected in this cave.
- `needed: number` — Diamonds this cave requires before its exit opens.
- `time: number` — Seconds left in the cave.
- `open: boolean` — The exit is open.
- `rockford: number` — Rockford's cell (row * width + column), the way he faces, and whether he lives.
- `facing: Dir` — The way Rockford last moved or faced.
- `alive: boolean` — Whether Rockford is alive.
- `magic: 'dormant' | 'active' | 'expired'` — The magic wall: `dormant` until a boulder or diamond wakes it, `active` for the cave's magic seconds, then `expired`.
- `frame: number` — Cave frames run since the game began, one per `frame` seconds of play.

### `BoulderDashView`

```ts
interface BoulderDashView
```

What is where.

- `state: BoulderDashState` — The game's state when the view was taken; a copy.
- `width: number` — Cells across the cave, the steel border included.
- `height: number` — Cells down the cave, the steel border included.
- `cells: Cell[]` — The cell at each position, row by row: `width * height` long. Rockford's cell reads `rockford` while he is in play.
- `falling: number[]` — Cells whose boulder or diamond is falling.

### `CaveDef`

```ts
interface CaveDef
```

A cave.

- `name: string` — The cave's name, shown by the game and used in error messages.
- `diamonds: number` — Diamonds to collect before the exit opens; points for each, and for each after that.
- `value: number` — Points for each of the first `diamonds` diamonds collected.
- `extra: number` — Points for each diamond collected after the first `diamonds`.
- `time: number` — Seconds to finish it in.
- `map?: string[]` — A map in text (rows of the same length): `W` steel, `w` brick, `.` dirt, ` ` space, `r` boulder, `d` diamond, `q` firefly, `B` butterfly, `a` amoeba, `M` magic wall, `X` the exit, `P` Rockford. Or the fill and drawing below.
- `size?: [number, number]` — Width and height, the steel border included. Default 40 by 22.
- `seed?: number` — The fill's seed and its chances of each tile (the rest is dirt).
- `fill?: Partial<Record<'boulder' | 'diamond' | 'space' | 'firefly' | 'butterfly', number>>` — Chance, 0 to 1, that each cell of the fill is a boulder, diamond, space, firefly or butterfly; the rest is dirt. The chances should total no more than 1.
- `draw?: CaveDraw[]` — Lines, boxes and single tiles drawn over the fill, in order. They stay inside the steel border.
- `start?: [number, number]` — Column and row of the cell Rockford starts in, counted from the top left. Default [3, 2]. Loose objects in the cells around it are turned to dirt.
- `exit?: [number, number]` — Column and row of the exit's cell. Default [width - 3, height - 2]. Loose objects in the cells around it are turned to dirt.
- `amoeba?: { slow?: number; max?: number }` — Seconds the amoeba grows slowly before it grows fast; cells at which it turns to boulders. Default 20 and 200.
- `magic?: number` — Seconds a magic wall stays active once a boulder wakes it. Default 15.

### `CaveDraw`

```ts
type CaveDraw = | { kind: 'line'; tile: Tile; from: [number, number]; to: [number, number] } | { kind: 'box'; tile: Tile; from: [number, number]; to: [number, number]; fill?: boolean } | { kind: 'point'; tile: Tile; at: [number, number] }
```

Something drawn over the fill: a line or box of a tile, or one tile at a cell.

### `CaveLayout`

```ts
interface CaveLayout
```

A cave laid out: width, height and the tiles, row by row; where Rockford starts and where the exit is.

- `width: number` — Cells across, the steel border included.
- `height: number` — Cells down, the steel border included.
- `tiles: Tile[]` — The tile in each cell, row by row: `width * height` long. Rockford's cell is space.
- `start: number` — Index into `tiles` of the cell Rockford starts in.
- `exit: number` — Index into `tiles` of the exit's cell.

### `Cell`

```ts
type Cell = Tile | 'explosion'
```

A cell: a tile, or an explosion burning out.

### `Dir`

```ts
type Dir = 'up' | 'right' | 'down' | 'left'
```

A way to go.

### `Tile`

```ts
type Tile = 'space' | 'dirt' | 'brick' | 'steel' | 'boulder' | 'diamond' | 'firefly' | 'butterfly' | 'amoeba' | 'magic' | 'exit' | 'rockford'
```

What can be in a cell.

---

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