---
title: "Bubble trap: API"
package: "@phaser-ae/bubble-trap"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "Bubbles as a mechanic for any platform game, which trap enemies, float on air currents, pop in chains and carry riders, plus special bubbles that release water, fire and lightning."
url: https://phaser.io/packs/bubble-trap/api
site: Phaser - https://phaser.io
---

# Bubble trap: API

`@phaser-ae/bubble-trap` — Bubbles that trap enemies in any platform world, float on air currents, pop in chains and carry riders, with floods, fire and lightning, as in Bubble Bobble.

## The pack

### `bubbleTrap`

```ts
function bubbleTrap(): Pack<{ bubbleTrap: typeof api }>
```

Install the bubble-trap API (`game.bubbleTrap`).

## Helpers

### `bubbleSettings`

```ts
function bubbleSettings(o: Partial<BubbleSettings> = {}): BubbleSettings
```

Defaults: Bubble Bobble on 8 px tiles.

### `createBubbles`

```ts
function createBubbles(o: BubblesOptions): BubbleField
```

Create a bubble field over a walker world and an enemy director.

### `createCurrents`

```ts
function createCurrents(map: Pick<PlatformMap, "cols" | "rows" | "col" | "row"> & { wrapY?: boolean }, rows?: readonly string[] | null, fill: CurrentChar = "^"): CurrentGrid
```

Build a current grid for a map. `rows` gives one string per map row ('^' '>' 'v' '<' '.'); missing rows and
characters fall back to `fill` (default '^': everything floats up, the common case).

### `createElements`

```ts
function createElements(o: { world: WalkerWorld; enemies: EnemyDirector; settings?: Partial<ElementSettings>; canKill?: (enemyId: string, kind: string) => boolean }): Elements
```

Create the elemental effects. `canKill` filters which enemies they kill (default every live enemy).

### `decodeCurrents`

```ts
function decodeCurrents(rle: string, cols: number, rows: number): string[]
```

Expand a run-length encoded current grid ("v32>14..." : a direction followed by an optional count) into rows.

### `elementSettings`

```ts
function elementSettings(o: Partial<ElementSettings> = {}): ElementSettings
```

Defaults: Bubble Bobble (estimates from play).

## Types

### `Bolt`

```ts
interface Bolt
```

A lightning bolt.

- `id: string` — Stable id.
- `x: number` — Centre x.
- `y: number` — Centre y.
- `dir: -1 | 1` — Direction.
- `age: number` — Seconds alive.
- `by: string` — Who released it.

### `Bubble`

```ts
interface Bubble
```

A bubble, as read by renderers and rules.

- `id: string` — Stable id ('bubble-N'). Its surface id is `bubble:<id>`.
- `kind: BubbleKind` — What it holds.
- `x: number` — Centre x.
- `y: number` — Centre y.
- `vx: number` — Velocity x, units per second.
- `vy: number` — Velocity y, units per second.
- `r: number` — Radius.
- `phase: "shot" | "rise" | "float"` — 'shot' while travelling from the blower, 'rise' while floating straight up into the play area from below (special bubbles entering through a gap), then 'float' on the currents.
- `riseTo: number` — Height a rising bubble climbs to before the currents take it.
- `age: number` — Seconds alive.
- `life: number` — Seconds until it pops by itself (empty, special) or its enemy escapes (enemy).
- `warn: number` — 0 until the warning starts, rising to 1 at the pop or escape.
- `enemy: string` — Trapped enemy id ('' none).
- `enemyKind: string` — Trapped enemy kind ('' none).
- `letter: string` — Letter carried by a letter bubble ('' none).
- `owner: string` — Body that blew it ('' for spawned bubbles).
- `dir: -1 | 1` — Travel direction of a shot.
- `travelled: number` — Distance travelled as a shot.
- `range: number` — Distance a shot travels before floating.
- `speed: number` — Shot speed, units per second.
- `snapped: boolean` — Moved discontinuously this step (wrapped): renderers should snap.

### `BubbleEvent`

```ts
type BubbleEvent = | { kind: "blown"; id: string; owner: string; x: number; y: number } | { kind: "spawned"; id: string; bubble: BubbleKind; x: number; y: number } | { kind: "captured"; id: string; enemy: string; enemyKind: string; x: number; y: number } | { kind: "escaped"; id: string; enemy: string; enemyKind: string; x: number; y: number } | { kind: "popped"; id: string; bubble: BubbleKind; by: string; x: number; y: number; enemy: string; letter: string; chain: number } | { kind: "expired"; id: string; bubble: BubbleKind; x: number; y: number } | { kind: "wall-pop"; id: string; owner: string; x: number; y: number } | { kind: "wrapped"; id: string }
```

Bubble events from `drain()`.

### `BubbleField`

```ts
interface BubbleField extends SurfaceProvider
```

The bubble field: a SurfaceProvider plus blowing, trapping, popping and queries.

- `readonly settings: Readonly<BubbleSettings>` — Settings in force (mutable through `configure`).
- `readonly bubbles: Bubble[]` — Copies of every bubble.
- `bubble(id: string): Bubble | null` — One bubble or null.
- `count(kind?: BubbleKind): number` — Live bubbles, optionally of one kind.
- `configure(o: Partial<BubbleSettings>): void` — Change settings (per round: float speed, trap time ...).
- `setCurrents(currents: readonly string[] | CurrentGrid | null): void` — Replace the currents.
- `readonly currents: CurrentGrid` — The current grid.
- `blow(bodyId: string, o?: { range?: number; speed?: number }): string | null` — Blow a bubble from a body (in front of it, in its facing direction). Returns the id, or null when full.
- `spawn(kind: BubbleKind, x: number, y: number, o?: { letter?: string; vx?: number; vy?: number; riseTo?: number }): string | null` — Spawn a floating bubble (special, letter, empty). With `riseTo` it first rises straight up to that height, ignoring the currents (entering from below the floor). Returns the id, or null when full.
- `trap(enemyId: string, o?: { force?: boolean; life?: number }): string | null` — Trap an enemy in a new floating bubble at its position (a beaten boss, a magic item). `force` ignores `canCapture`; `life` overrides the escape time. Returns the bubble id or null.
- `pop(id: string, by?: string): PopResult | null` — Pop a bubble and every bubble touching it (a chain). Trapped enemies are removed from the director.
- `touching(bodyId: string, inset?: number): string[]` — Bubbles a body touches (popping contact), excluding bubbles it has just bounced on and its own fresh shots.
- `noteBounce(bodyId: string, bubbleId: string): void` — Record that a body bounced on a bubble (it is not popped by that body for a moment).
- `release(id: string): void` — Release a trapped enemy now (it escapes).
- `clear(release?: boolean): void` — Remove every bubble (trapped enemies are released when `release` is true, otherwise removed).
- `drain(): BubbleEvent[]` — Events since the last drain.
- `snapshot(): BubblesSnapshot` — Serialisable state.
- `restore(s: BubblesSnapshot): void` — Restore a snapshot (restore the world and director too).

### `BubbleKind`

```ts
type BubbleKind = "empty" | "enemy" | "water" | "fire" | "lightning" | "letter"
```

What a bubble holds.

### `BubbleSettings`

```ts
interface BubbleSettings
```

Bubble rules. Distances in world units, times in seconds.

- `radius: number` — Bubble radius. Default 8 (a 16 px bubble on 8 px tiles).
- `shotSpeed: number` — Speed of a freshly blown bubble, units per second. Default 192.
- `shotRange: number` — Distance a blown bubble travels before it starts to float. Default 40.
- `floatSpeed: number` — Floating speed along the currents, units per second. Default 18.
- `emptyLife: number` — Seconds an empty bubble floats before it pops by itself (the last `warn` seconds flash). Default 14.
- `trapTime: number` — Seconds a trapped enemy stays before it starts to break out (then `warn` seconds of warning). Default 20.
- `warn: number` — Warning seconds before a trapped enemy escapes (its bubble changes colour). Default 3.
- `emptyWarn: number` — Warning seconds before an empty, special or letter bubble pops by itself (a short fast flash). Default 1.
- `specialLife: number` — Seconds special and letter bubbles float before they pop by themselves. Default 24.
- `riseSpeed: number` — Speed of a bubble rising in from below a floor gap (the 'rise' phase), units per second. Default 60.
- `bounce: number` — Launch speed for a rider that lands on a bubble while holding jump. Default 230. 0 disables riding.
- `chain: number` — Bubbles closer than this many diameters pop together. Default 1.15.
- `separation: number` — Speed at which overlapping floating bubbles push apart, units per second. Default 36.
- `max: number` — Most bubbles at once (resource bound; blowing more fails). Default 64.
- `wallPop: boolean` — A blown bubble that hits a wall straight away pops at once (Bubble Bobble). Default true.
- `wrap: boolean` — Bubbles that float out of a gap in the top or bottom re-enter at the other side when the map wraps. Default true.
- `riderTag: string` — Only bodies with this tag ride bubbles. Default 'player' ('' for everyone).
- `captureWhileFloating: boolean` — Floating bubbles trap enemies too (not in Bubble Bobble: only a blown bubble traps). Default false.

### `BubblesOptions`

```ts
interface BubblesOptions
```

Options for `createBubbles`.

- `world: WalkerWorld` — The walker world (bodies are trapped, frozen and released through it).
- `enemies: EnemyDirector` — The enemy director (trapped enemies are suspended, resumed and removed through it).
- `settings?: Partial<BubbleSettings>` — Rules (partial; defaults are Bubble Bobble's).
- `currents?: readonly string[] | CurrentGrid | null` — Air currents as strings over the map ('^' '>' 'v' '<' '.'); default everything up.
- `canCapture?: (enemyId: string, kind: string) => boolean` — Which enemies a bubble may trap (default: any active enemy).
- `id?: string` — Provider id. Default 'bubbles'.
- `attach?: boolean` — Add itself to the world as a surface provider. Default true.

### `BubblesSnapshot`

```ts
interface BubblesSnapshot
```

Serialisable state.

- `bubbles: Bubble[]` — Bubbles.
- `seq: number` — Id counter.
- `chains: number` — Chain counter.
- `settings: BubbleSettings` — Settings in force.
- `bounces: [string, string, number][]` — Recent bounces (body id, bubble id, seconds left).
- `events: BubbleEvent[]` — Undrained events.

### `CurrentChar`

```ts
type CurrentChar = "^" | ">" | "v" | "<" | "."
```

One current direction: up, right, down, left or still.

### `CurrentGrid`

```ts
interface CurrentGrid
```

A direction field laid over a platform map's cells.

- `readonly cols: number` — Columns (the map's).
- `readonly rows: number` — Rows (the map's).
- `at(col: number, row: number): CurrentChar` — The direction character of a cell (columns wrap; rows wrap when the map wraps vertically, otherwise outside rows are '^').
- `dirAt(x: number, y: number): [number, number]` — Unit direction at a world point: [dx, dy] with each in {-1, 0, 1}.
- `toRows(): string[]` — The grid as strings (for renderers and debugging).

### `ElementEvent`

```ts
type ElementEvent = | { kind: "element-kill"; element: "water" | "fire" | "lightning"; enemy: string; enemyKind: string; x: number; y: number; by: string } | { kind: "ride-start"; player: string; flow: string } | { kind: "ride-end"; player: string; x: number; feet: number; escaped: boolean } | { kind: "burned"; player: string; fire: string } | { kind: "flow-end"; flow: string }
```

Element events.

### `Elements`

```ts
interface Elements
```

Elemental effects over a walker world.

- `readonly settings: Readonly<ElementSettings>` — Settings.
- `configure(o: Partial<ElementSettings>): void` — Change settings (applies at once).
- `readonly flows: WaterFlow[]` — Copies of the flows.
- `readonly fires: FireDrop[]` — Copies of the fires.
- `readonly bolts: Bolt[]` — Copies of the bolts.
- `water(x: number, y: number, dir: -1 | 1, by?: string): string` — Start a water flow at a point, running in `dir` once it reaches a floor.
- `fire(x: number, y: number, by?: string): string` — Drop a fireball from a point.
- `lightning(x: number, y: number, dir: -1 | 1, by?: string): string` — Release a lightning bolt from a point.
- `readonly active: boolean` — Whether any effect is running.
- `step(dt: number): void` — Advance one step (call after the walker world steps).
- `owner(id: string): string` — Who released an effect ('' unknown).
- `release(bodyId: string): boolean` — Set a carried player down now (it died, or the rules need it free). Returns whether it was riding.
- `clear(): void` — Stop everything (riders are released).
- `drain(): ElementEvent[]` — Events since the last drain.
- `snapshot(): ElementsSnapshot` — Serialisable state.
- `restore(s: ElementsSnapshot): void` — Restore.

### `ElementSettings`

```ts
interface ElementSettings
```

Element rules. Speeds in units per second, times in seconds.

- `waterSpeed: number` — Water flow speed. Default 110.
- `waterLength: number` — Trail points kept behind the head (spacing `waterStep`). Default 24.
- `waterStep: number` — Spacing of trail points. Default 4.
- `waterLife: number` — Optional bound: seconds a flow runs before it dries up (0: no limit). Default 0: a flow ends only by draining out of the bottom of the map, as Bubble Bobble's water does. For games that want a shorter or bounded flood.
- `waterTurns: number` — Optional bound: wall turns before the flow drains away (0: no limit). Default 0.
- `fireFall: number` — Fireball drop speed. Default 160.
- `fireSpread: number` — Cells the fire spreads either side along the floor it lands on. Default 3.
- `fireBurn: number` — Seconds the fire burns. Default 4.
- `fireStun: number` — Seconds a player who touches the fire is stunned (0: no effect). Default 1.2.
- `boltSpeed: number` — Lightning bolt speed. Default 260.
- `boltSize: number` — Lightning bolt half size. Default 7.
- `playerTag: string` — Player tag (riders and the stunned). Default 'player'.
- `waterEscape: "none" | "jump"` — What a player caught in a water flow can do: 'none' (carried until the flow drains, as the sources describe Bubble Bobble's water) or 'jump' (a fresh jump press hops out of the stream: a house rule). Default 'none'.
- `waterHop: number` — Upward speed of a hop out of the water ('jump'), units per second. Default 220.

### `ElementsSnapshot`

```ts
interface ElementsSnapshot
```

Serialisable state.

- `flows: WaterFlow[]` — Flows.
- `fires: FireDrop[]` — Fires.
- `bolts: Bolt[]` — Bolts.
- `seq: number` — Id counter.
- `owners: [string, string][]` — Who released each element.
- `immune: [string, number][]` — Players briefly immune to being caught again after hopping out.
- `settings: ElementSettings` — Settings in force.
- `events: ElementEvent[]` — Undrained events.

### `FireDrop`

```ts
interface FireDrop
```

A dropped fireball and its burning patch.

- `id: string` — Stable id.
- `x: number` — Drop x.
- `y: number` — Drop y (centre while falling, floor line once landed).
- `landed: boolean` — Landed and burning.
- `cells: number[]` — Burning cells: centre x of each cell on the floor line `y`.
- `age: number` — Seconds burning.
- `burned: string[]` — Players already stunned by it.

### `PoppedEnemy`

```ts
interface PoppedEnemy
```

A popped enemy, for the rules (score, fruit).

- `id: string` — Enemy id (already removed from the director).
- `kind: string` — Enemy kind.
- `x: number` — Where its bubble was.
- `y: number` — Where its bubble was.

### `PopResult`

```ts
interface PopResult
```

The result of one pop (a chain).

- `bubbles: Bubble[]` — Every bubble popped together (copies, before removal).
- `enemies: PoppedEnemy[]` — Trapped enemies in the chain, in pop order.
- `by: string` — Who popped it ('' for none: expiry, effects).

### `WaterFlow`

```ts
interface WaterFlow
```

A water flow.

- `id: string` — Stable id.
- `x: number` — Head x.
- `feet: number` — Head feet (the floor line it runs on).
- `dir: -1 | 1` — Direction along floors.
- `falling: boolean` — Falling down a gap.
- `trail: [number, number][]` — Trail points [x, feet], oldest first.
- `age: number` — Seconds alive.
- `turns: number` — Wall turns so far.
- `ended: boolean` — The head has stopped (drained or dried up); the trail drains away.
- `riders: string[]` — Player bodies riding it.
- `held: string[]` — Riders still holding the jump they held when caught (a new press is needed to hop out).

---

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