---
title: "Chain link puzzles: API"
package: "@phaser-ae/chain-link"
tier: Pro
version: 3.0.0-0
released: 2026-10-24
updated: 2026-10-24
description: "The rules of the trace-a-path puzzles, where linking neighbouring dots of one colour clears them and linking equal numbers merges them, with gravity and seeded refills."
url: https://phaser.io/packs/chain-link/api
site: Phaser - https://phaser.io
---

# Chain link puzzles: API

`@phaser-ae/chain-link` — Trace a path through matching neighbours to clear dots (a closed loop clears a colour) or merge numbers, with gravity and seeded refills.

## The pack

### `chainLink`

```ts
function chainLink(): Pack<{ chainLink: typeof kit; }>
```

Compose the chain link rules under `game.chainLink`.

## Helpers

### `createChainLink`

```ts
function createChainLink(config: ChainLinkConfig): ChainLink
```

Make a chain link board from a config. Throws, naming the field, on a config it cannot play.

### `dotLevel`

```ts
function dotLevel(n: number, colors: readonly string[]): ChainLinkConfig
```

The n-th colours level (1 to 999) of a ladder: a 6 × 6 board growing to 8 × 8, more colours, goals for two or three
of them and a move limit. A preset of the configuration; the game can change any field.

### `numberChainConfig`

```ts
function numberChainConfig(seed = 1): ChainLinkConfig
```

A numbers board with the usual settings: 5 × 8, diagonal links, chains rounded up to the next power of two.

## Classes

### `ChainLink`

```ts
class ChainLink
```

A chain link board in play: trace a path through neighbouring pieces and link them. In colours mode the pieces
clear (a closed loop clears every piece of its colour); in numbers mode they merge into one number at the end of
the path. Pieces above fall into the gaps and new ones are dealt from the seed. Turn based: a link resolves at once
into events to animate. Get one from `createChainLink`.

- `constructor(config: ChainLinkConfig)`
- `get config(): ChainLinkConfig` — A copy of the config.
- `get state(): ChainLinkState` — A copy of the state: everything a save needs.
- `get status(): ChainLinkState['status']` — `'playing'`, `'won'` or `'lost'`.
- `get score(): number` — Points.
- `get movesLeft(): number | null` — Moves left, or null when unlimited.
- `get best(): number` — The biggest number on the board (numbers mode), or 0.
- `goals(): (ChainGoal & { left: number })[]` — Each goal with how many are still to clear.
- `at(x: number, y: number): number | undefined` — The piece on a cell (a colour index or a number), or undefined off the board.
- `check(path: readonly ChainCell[]): ChainCheck` — Check a path without linking it: every cell on the board, each next to the last, matching by the mode's rule, none visited twice, except that in colours mode the last cell may repeat an earlier one to close a loop.
- `link(path: readonly ChainCell[]): ChainResult` — Link a path: clear or merge it, let pieces fall, deal new ones, and settle the moves, goals and a stuck board.
- `shuffle(): ChainResult` — Booster: shuffle the pieces on the board (with at least one link left afterwards when one can be made).
- `hint(budget = 20000): ChainCell[] | null` — The best link now, by a bounded search from every cell: a loop first (colours), then the longest path; for numbers, the biggest result, then the longest. Null when there is none. Pure.
- `restore(state: ChainLinkState): void` — Put back a saved state of this board. Throws on one that does not fit.

## Types

### `ChainCell`

```ts
interface ChainCell
```

A board cell: `x` column from the left, `y` row from the top.

- `x: number` — Column, from 0.
- `y: number` — Row, from 0 at the top.

### `ChainCheck`

```ts
interface ChainCheck
```

A path checked against the rules, from `check`.

- `ok: boolean` — Whether `link` would take it.
- `reason?: ChainRefusal` — Why not.
- `loop: boolean` — Whether it closes a loop (colours mode): its last cell repeats an earlier one.
- `value?: number` — Numbers mode: the number it would make.

### `ChainEvent`

```ts
type ChainEvent = | { type: 'linked'; cells: ChainCell[]; loop: boolean; kind: number } | { type: 'cleared'; cells: ChainCell[] } | { type: 'merged'; x: number; y: number; value: number } | { type: 'fell'; moves: { from: ChainCell; to: ChainCell }[] } | { type: 'spawned'; cells: (ChainCell & { value: number })[] } | { type: 'raised'; spawnMin: number; removed: ChainCell[] } | { type: 'shuffled' } | { type: 'won' } | { type: 'lost'; reason: 'moves' | 'stuck' }
```

What a link did, in order, for animation.

### `ChainGoal`

```ts
interface ChainGoal
```

A collection goal: clear `count` pieces of colour index `kind`.

- `kind: number` — The colour's index in `colors`.
- `count: number` — Pieces to clear, 1 to 9999.

### `ChainLinkConfig`

```ts
interface ChainLinkConfig
```

A chain link board.

- `mode: ChainMode` — `'colors'` or `'numbers'`.
- `width: number` — Board width, 2 to 12.
- `height: number` — Board height, 2 to 14.
- `adjacency?: 4 | 8` — Links between orthogonal neighbours only (4) or diagonals too (8); default 4 for colours and 8 for numbers.
- `colors?: string[]` — Colours mode: the piece colours, CSS colour strings, 2 to 10. Pieces store an index into this list.
- `loops?: boolean` — Colours mode: closing a loop clears every piece of the loop's colour; default true.
- `loopRefill?: boolean` — Colours mode: after a loop, new pieces in that refill are never the loop's colour; default true.
- `moves?: number` — Colours mode: moves allowed, 1 to 999; default 0, unlimited.
- `goals?: ChainGoal[]` — Colours mode: pieces to collect to win; default none, so play runs until the moves are used.
- `merge?: ChainMerge` — Numbers mode: how a chain's result follows from its sum; default `'sum-up'`, the next power of two at or above it.
- `spawnMin?: number` — Numbers mode: the smallest number dealt, a power of two from 2; default 2. It rises as the board grows (see `rise`).
- `spawnSpan?: number` — Numbers mode: how many doublings above the smallest are dealt, 1 to 8; default 5.
- `rise?: number` — Numbers mode: once the biggest number is this many doublings above the smallest dealt, the smallest dealt doubles; default 11, 0 never.
- `board?: number[]` — Starting board, row-major, `width × height` entries: a colour index or number per cell; default dealt from the seed.
- `stuck?: 'shuffle' | 'lose'` — When no link is possible: `'shuffle'` the board (default for colours) or `'lose'` (default for numbers).
- `seed?: number` — Seed, 0 to 4294967295; default 1.

### `ChainLinkState`

```ts
interface ChainLinkState
```

Everything that changes in play; a save holds exactly this.

- `grid: number[]` — The board, row-major: a colour index (colours) or a number (numbers).
- `moves: number` — Moves made.
- `score: number` — Points: pieces cleared (colours) or the sum of the merged results (numbers).
- `collected: number[]` — Colours mode: pieces cleared by colour index.
- `spawnMin: number` — Numbers mode: the smallest number dealt now.
- `loops: number` — Loops closed.
- `status: 'playing' | 'won' | 'lost'` — `'playing'`, `'won'` (every goal met) or `'lost'` (out of moves, or stuck with `stuck: 'lose'`).
- `rng: number[]` — The deal's random stream.

### `ChainMerge`

```ts
type ChainMerge = 'sum-up' | 'sum-down' | 'double'
```

How a number chain's result is worked out from the sum of its numbers.

### `ChainMode`

```ts
type ChainMode = 'colors' | 'numbers'
```

`'colors'`: link two or more pieces of one colour; they clear, and closing a loop clears every piece of that colour.
`'numbers'`: link equal numbers, each next number equal to the last or double it; they merge into one number.

### `ChainRefusal`

```ts
type ChainRefusal = 'not-playing' | 'too-short' | 'off-board' | 'not-adjacent' | 'mismatch' | 'revisit' | 'after-loop'
```

Why a path is not a link.

### `ChainResult`

```ts
type ChainResult = { valid: true; reason?: undefined; events: ChainEvent[] } | { valid: false; reason: ChainRefusal; events: [] }
```

The answer to `link`: done with its events, or refused with a reason and nothing changed.

---

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