---
title: "Card motion: API"
package: "@phaser-ae/card-motion"
tier: Free
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "The motion a card game needs as pure pose maths, with glides that lift, flips that turn edge-on, paper flex, soft shadows and nine deal styles."
url: https://phaser.io/packs/card-motion/api
site: Phaser - https://phaser.io
---

# Card motion: API

`@phaser-ae/card-motion` — Cards that glide lifting as they go, flip edge-on, flex and cast softening shadows, and nine deal styles, as pure pose maths.

## The pack

### `cardMotion`

```ts
function cardMotion(): Pack<{ cardMotion: CardMotionApi }>
```

The `card-motion` pack: a card's moves as pure pose maths for any presenter. Needs no backend.

## Helpers

### `DEAL_STYLES`

```ts
const DEAL_STYLES: Record<DealStyle, DealStyleDef>
```

The built-in deal styles, by name.

### `dealDuration`

```ts
function dealDuration(slots: readonly DealSlot[]): number
```

When the last card lands (0 for an empty deal).

### `dealOrder`

```ts
function dealOrder(counts: readonly number[], mode: 'rows' | 'columns' = 'rows'): Array<{ col: number; row: number }>
```

The order cards leave the stock, given how many go in each column.
`'rows'` is how a dealer actually deals Klondike — one card to every column
that still needs one, left to right, then the next row. `'columns'` fills
each column before starting the next.

```js
const order = dealOrder([1, 2, 3, 4, 5, 6, 7]);   // Klondike tableau
const slots = dealSchedule(order.length, 'arc');
// order[i]! is the {col, row} the i-th dealt card belongs to
```

### `dealPose`

```ts
function dealPose( from: CardPoint, to: CardPoint, t: number, style: DealStyle | DealStyleDef = 'arc', index = 0, via?: CardPoint | null, ): DealPose
```

One card's full pose at progress `t` under a named style — travel, arc,
sideways bow, spin, flex, the departure hold and the lane offset in a
single call.

`index` is the card's place in the launch order (its position in the array
`dealSchedule` returned). It drives `lane` and `jitter`, so PASS IT: cards
in the air together share one corridor and fly through each other without it.

`via` is the rally point for a style with `gather > 0` (`pyramid`,
`explode`) — build it from `formationSlot`. Styles that fly straight to the
seat ignore it.

```js
const p = dealProgress(slots[i]!, now);
const pose = dealPose(STOCK, seat[i], p, 'flick', i);
card.x = pose.x; card.z = pose.z; card.y = pose.y + pose.lift;
card.yaw = seatYaw + pose.yaw;
card.deform.amount = pose.flex;
```

### `dealProgress`

```ts
function dealProgress(slot: DealSlot, time: number): number
```

A card's 0..1 through its own flight: 0 before it leaves, 1 once landed.

### `dealSchedule`

```ts
function dealSchedule(count: number, opts: DealOptions | DealStyle | DealStyleDef = {}): DealSlot[]
```

Stagger `count` cards out of the stock. Returns each card's window; feed
`dealProgress` the clock and you get its 0..1 for `glide()`.

```js
const slots = dealSchedule(28, { stagger: 0.06 });
const total = dealDuration(slots);          // when the whole deal is done
for (let i = 0; i < slots.length; i++) {
  const p = dealProgress(slots[i]!, now);
  if (p <= 0) continue;                     // hasn't left the stock yet
  const pose = glide(STOCK, target[i], p, { arc: 1.2 });
}
```

### `dealStyle`

```ts
function dealStyle(style: DealStyle | DealStyleDef = 'arc'): DealStyleDef
```

Resolve a style name (or a literal def) to its knobs.

### `dropShadow`

```ts
function dropShadow(height: number, opts: ShadowOptions = {}): ShadowPose
```

Drive a drop shadow from a card's height above the table. Works for the 2D
layer (draw the shadow sprite first, offset and scaled) and for a 3D game
that would rather place its own quad than take the engine's automatic blob.

### `easeCard`

```ts
function easeCard(t: number, ease: CardEase = 'inOut'): number
```

Apply one of the four easing curves to a 0..1 progress.

### `flex`

```ts
function flex(t: number, amount = 0.25): number
```

The in-flight FLEX amount for a 3D card: bowed at the apex, flat at both
ends. Feed it straight to the engine's vertex bend —
`world.plane({ deform: { kind: 'curl', amount: 0 } })`, then
`bend.amount = flex(p, 0.3)` each frame. Real paper is stiffest at rest and
bows through the throw, which is the whole reason a dealt card reads as card
rather than tile.

### `flip`

```ts
function flip(t: number, opts: FlipOptions = {}): FlipPose
```

A card turning over. The art swaps at the halfway pinch, where `scaleX`
passes through 0 and the card is edge-on — do it any earlier and the player
sees the new face through the old one.

### `flipAfter`

```ts
function flipAfter(slot: DealSlot, opts: { delay?: number; duration?: number } = {}): DealSlot
```

The window for a card's turn-over AFTER it lands — a Klondike deal turns
the last card of each column face-up as it settles. Feed the result to
`dealProgress` like any other slot, then to `flip`.

```js
const turn = flipAfter(slots[i]!, { delay: 0.1 });
const f = flip(dealProgress(turn, now), { lift: cardWidth / 2 });
card.roll = f.angle;          // 3D: turning about the long axis IS the flip
```

### `formationSlot`

```ts
function formationSlot(kind: DealFormation, index: number, count: number): { x: number; y: number; z: number }
```

Where card `index` of `count` sits in a rally formation, NORMALISED: x and
z in [-1, 1], y in [0, 1]. Scale it into your own layout and pass the
result to `dealPose` as `via`.

```js
const s = formationSlot('pyramid', i, n);
const via = { x: table.x + s.x * 7, y: 5 + s.y * 3, z: table.z + s.z * 4 };
const pose = dealPose(from, seat, p, 'pyramid', i, via);
```

### `glide`

```ts
function glide(from: CardPoint, to: CardPoint, t: number, opts: GlideOptions = {}): GlidePose
```

Eased travel from one point to another with a mid-flight arc — the single
move every card game is built out of (deal, auto-move, return-to-pile).

```js
const pose = glide(fromSlot, toSlot, elapsed / 0.35, { arc: 1.2 });
card.x = pose.x; card.z = pose.z;
card.y = pose.y + pose.lift;          // 3D: up is +y
```

## Types

### `CardEase`

```ts
type CardEase = 'linear' | 'in' | 'out' | 'inOut'
```

The easing curve names `easeCard` accepts.

### `CardMotionApi`

```ts
type CardMotionApi = typeof kit
```

`game.cardMotion` — glides, flips, flexes, shadows and deal styles, as one namespace.

### `CardPoint`

```ts
interface CardPoint
```

A point in the game's own units. `z` is optional — 2D games ignore it.

- `x: number` — The x position, in your units.
- `y: number` — The y position, in your units.
- `z?: number` — The z position, in your units. Optional — 2D games ignore it.

### `DealFormation`

```ts
type DealFormation = 'pyramid' | 'ring' | 'block'
```

Shape the cards rally into before they drop into their seats.

### `DealOptions`

```ts
interface DealOptions
```

Timing for `dealSchedule`.

- `duration?: number` — Seconds each card spends in flight (default 0.32).
- `stagger?: number` — Seconds between successive cards leaving the stock (default 0.07). This is the knob that makes a deal read as dealt rather than appearing.
- `delay?: number` — Seconds before the first card leaves (default 0).

### `DealPose`

```ts
interface DealPose extends GlidePose
```

A card mid-deal: the glide pose plus the style's spin and flex.

- `yaw: number` — Yaw in radians at this instant (0 at both ends of the flight).
- `flex: number` — Vertex-bend amount at this instant (0 at both ends).

### `DealSlot`

```ts
interface DealSlot
```

One card's slot in a staggered deal.

- `start: number` — The second the card leaves the stock.
- `end: number` — The second the card lands.

### `DealStyle`

```ts
type DealStyle = | 'arc' | 'slide' | 'flick' | 'cascade' | 'swirl' | 'snap' | 'pyramid' | 'scatter' | 'explode'
```

Named deal styles — pass to `dealSchedule` and `dealPose`.

### `DealStyleDef`

```ts
interface DealStyleDef
```

Every knob a deal style sets. Spread one and override to make your own.

- `duration: number` — Seconds one card spends in flight.
- `stagger: number` — Seconds between successive cards leaving the stock (0 = all at once).
- `arc: number` — Peak height above the straight line, in your units.
- `ease: CardEase` — Easing on the travel.
- `spin: number` — Radians of yaw the card turns through in flight. The card LANDS at this yaw, so use a multiple of π: a playing card is 180°-symmetric, anything else lands crooked.
- `sway: number` — Peak sideways bow, as a fraction of the travel distance. The SIGN picks the side: positive bows left of the travel direction, negative right. Pick the one that curves over the table rather than off it — a stock on the left wants a negative sway, or the short near-vertical throws swing out past the edge.
- `flex: number` — Peak vertex-bend amount for a 3D card (feed to `deform`).
- `flexFrom: number` — Where in the flight the bend STARTS — the card stays flat until here, then bows and flattens again by the landing. Keep it at or past the apex (0.5): cards are at their most crowded coming off the deck, and a card that is already curling there digs into its neighbours. By the apex they have fanned out to their own columns and have room to bend.
- `hold: number` — Fraction of the flight the card keeps its STARTING height before it settles to the seat. Without this a card leaving the top of the deck starts descending immediately and cuts down through the pile it just came off — which reads as dealing off the BOTTOM. 0.2–0.35 clears a deck.
- `lane: number` — Altitude step between consecutive cards in the launch order. Cards in the air together are only `stagger × speed` apart along a shared corridor, far less than a card is wide, so without this they fly THROUGH each other. Keep it above `flex`, or a card's bend pokes through the one above.
- `lanes: number` — How many altitudes the lane cycles through before repeating. Cards `lanes` apart in the order are a full flight-window apart, so they are never airborne together and can share a height — which is what keeps the fan bounded instead of climbing forever across a 52-card deal. 0 = never repeat (for `stagger: 0`, where every card IS concurrent).
- `gather: number` — RALLY: the fraction of the flight spent reaching the `via` point you pass to `dealPose`, before the card drops to its seat. 0 = fly straight there, and `via` is ignored.
- `dwell: number` — Fraction of the flight spent WAITING at the rally point.
- `shake: number` — How far the card trembles while it waits at the rally, in your units.
- `jitter: number` — Per-card scatter, 0..1: wonky arc height, sway, an extra half-turn and an uneven departure, all from a hash of the card's index — deterministic, so the same deal looks the same twice.
- `landEase: CardEase` — Easing for the rally → seat leg. `'in'` gives a slam, `'out'` a settle.
- `formation: DealFormation | null` — Which shape `formationSlot` should build for this style's rally, if any.

### `FlipOptions`

```ts
interface FlipOptions
```

Configures `flip`.

- `lift?: number` — Peak rise at the midpoint of the turn (default 0).
- `from?: boolean` — The face showing BEFORE the flip (default false — face-down, turning up).

### `FlipPose`

```ts
interface FlipPose
```

Where a flipping card is in its half-turn.

- `angle: number` — Rotation about the card's long axis, 0..π (a half turn).
- `lift: number` — Height above the resting plane — a card rises as it turns.
- `faceUp: boolean` — Which face should be showing NOW (swap the texture when this changes).
- `scaleX: number` — |cos(angle)| — the horizontal squash a 2D card flip needs (no 3D required: draw the card `scaleX` narrower and swap the art at the pinch).

### `GlideOptions`

```ts
interface GlideOptions
```

Configures `glide`.

- `arc?: number` — Peak arc height at mid-flight, in your units (default 0 — a flat slide).
- `ease?: CardEase` — Easing on the travel. Default 'inOut' — a dealt card accelerates away and settles, which is what gives a deal weight instead of reading as a cursor jump.

### `GlidePose`

```ts
interface GlidePose
```

Where a gliding card is right now. `lift` is kept SEPARATE from the
interpolated point because up is +y in 3D and −y in 2D: apply it in your
own convention (`mesh.y = pose.y + pose.lift`, `sprite.y = pose.y - pose.lift`).

- `x: number` — The x position at this instant, in your units.
- `y: number` — The y position at this instant, in your units.
- `z: number` — The z position at this instant, in your units (0 for 2D).
- `lift: number` — Height above the straight line between the endpoints, at this instant.
- `eased: number` — The EASED progress (the raw `t` after the easing curve) — feed it to `flex()`/`dropShadow()` so every part of the motion agrees.

### `ShadowOptions`

```ts
interface ShadowOptions
```

Configures `dropShadow`.

- `range?: number` — Height at which the shadow has fully spread out (default 2).
- `alpha?: number` — Opacity when the card is resting on the table (default 0.35).
- `slantX?: number` — How far the shadow slides per unit of height, as a fraction of the card's width — the light's lean. Default 0.25 right, 0.25 down.
- `slantY?: number` — The downward slide per unit of height, as a fraction of the card's width. Default 0.25.
- `spread?: number` — Extra size at full height, as a fraction (default 0.35).

### `ShadowPose`

```ts
interface ShadowPose
```

The contact shadow under a card that is off the table.

- `alpha: number` — Fade with height — a shadow far from its caster is faint.
- `scale: number` — Grow with height — and softer, if your art supports it.
- `offsetX: number` — Sideways slide of the shadow, from the light's lean.
- `offsetY: number` — Downward slide of the shadow, from the light's lean.

---

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