---
title: "Tag collision rules: API"
package: "@phaser-ae/collision"
tier: Free
version: 3.0.0-2
released: 2026-10-14
updated: 2026-10-19
description: "Overlap rules by tag for pickups, bullets, triggers and walls, with circle and box shapes, raycasts and positional separation, and no physics simulation to pay for."
url: https://phaser.io/packs/collision/api
site: Phaser - https://phaser.io
---

# Tag collision rules: API

`@phaser-ae/collision` — Overlap rules by tag, circle/box shapes, raycasts, and solid separation with no dynamics. Physics builds on it; pickups never pay for physics.

## The pack

### `collision`

```ts
function collision(): Pack<{ collide: CollideApi }, CollideTopics, { collide: CollideData }>
```

Overlap rules by tag and positional separation, with no dynamics. Runs after `physics-2d` when that is composed.

## Constants

### `SHAPE`

```ts
const SHAPE: { readonly circle: 0; readonly box: 1; }
```

Per-object: `h.collide.shape` (0 circle, 1 box — default box) and `h.collide.radius` (0 = from size).

## Types

### `CollideApi`

```ts
interface CollideApi
```

`game.collide`. Rules are scene-scoped: removed when the scene that made them exits.

- `on(tagA: string, tagB: string, cb: HitFn): void` — Overlap callback for every (a, b) pair of tags, each fixed step, after simulation.
- `solid(tagA: string, tagB: string, opts?: { push?: 'a' | 'b' | 'both'; cb?: HitFn }): void` — Keep A out of B by moving A (`push: 'a'`, default), B, or both. Positional only — no velocity.
- `overlaps(h: Handle, tag?: string): Handle[]` — Every live object overlapping `h` right now, optionally only those tagged `tag`.
- `raycast(x: number, y: number, dx: number, dy: number, maxDist: number, tag?: string): Hit | null` — The nearest object along the ray within `maxDist` units, or null; `tag` limits the candidates. Tests bounding boxes (a circle as its square). Emits `debug.ray`.
- `test(a: Handle, b: Handle): boolean` — Do these two overlap right now?
- `contact(a: Handle, b: Handle): Contact | null` — WHICH SIDE of `a` is `b` on, and how deep — or null when they do not overlap. The side is the axis of minimum penetration, which is what a platformer's "am I standing on it" and a breakout's "which face did the ball hit" both actually ask. It honours wrap, so a pair straddling the seam measures as neighbours.
- `continuous: boolean` — CONTINUOUS TESTING for the whole pack, live. Off by default. A discrete test asks "do these overlap NOW", and a thing that moves further in one step than the thing it should have hit is wide simply leaps over it: a bullet at 3000 units/s travels 50 units a step and a 10-unit wall is not there for any of them. With this on, a rule tests the object's whole PATH since the last step — the broadphase covers the sweep, and the pair is sampled along it — so the hit lands where it would have. It costs nothing for an object that did not move far: the sampling only kicks in when the motion is longer than the smaller of the two shapes. Sensible for bullets and never needed for walking speeds.

### `CollideData`

```ts
interface CollideData
```

The `collide` columns every object carries.

- `shape: number` — 0 circle, 1 box. Default 1.
- `radius: number` — Circle radius, world units; 0 (default) means half the larger of the scaled width and height.

### `CollideTopics`

```ts
interface CollideTopics
```

The signals this pack emits.

- `'collision.hit': { a: string; b: string; rule: string }` — One overlapping pair per rule per step (capacity 256): the two ids and the rule's name (`"a×b"` for `on`, `"a⊥b"` for `solid`).

### `Contact`

```ts
interface Contact
```

Which side of `a` the contact is on and how deep it goes. The side is the axis of MINIMUM penetration, so
pushing `a` out by `overlap` along it separates the pair — and 'bottom' is what "am I standing on it" means.

- `side: 'left' | 'right' | 'top' | 'bottom'` — The side of `a` that `b` is against.
- `overlap: number` — The penetration depth on that axis, world units.

### `Hit`

```ts
interface Hit
```

A `raycast` result.

- `handle: Handle` — The object hit.
- `x: number` — Hit point x, world units (on the object's bounding box).
- `y: number` — Hit point y, world units.
- `dist: number` — Distance from the ray origin, world units.

### `HitFn`

```ts
type HitFn = (a: Handle, b: Handle, contact: Contact) => void
```

A rule callback: `(a, b)` in the order the rule named its tags, plus the contact, read before any separation.

---

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