---
title: "Control feels: API"
package: "@phaser-ae/control-feels"
tier: Free
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "Five arcade control profiles, an inertial ship, an eight-way mover, a spinner, a trackball and a geared road car, that turn your game's input into movement with a particular feel."
url: https://phaser.io/packs/control-feels/api
site: Phaser - https://phaser.io
---

# Control feels: API

`@phaser-ae/control-feels` — Five ways to drive a player: inertial ship, eight-way mover, spinner, trackball and geared road car, with presets tuned in the gallery tributes.

## The pack

### `controlFeels`

```ts
function controlFeels(): Pack<{ controlFeels: ControlFeelsApi }>
```

The `control-feels` pack. Pure logic, so it needs no backend and runs headless.

## Helpers

### `CAR_FEELS`

```ts
const CAR_FEELS: { polePosition: { gears: number[]; accel: number; brake: number; steer: number; auto: false; }; }
```

Road cars from the gallery: `roadCar(CAR_FEELS.polePosition)`.

### `directMove`

```ts
function directMove(o: { speed: number; eightWay?: boolean }): DirectMove
```

Creates a DirectMove.

### `inertialShip`

```ts
function inertialShip(o: InertialOptions): InertialShip
```

Creates an InertialShip.

### `roadCar`

```ts
function roadCar(o: CarOptions): RoadCar
```

Creates a RoadCar.

### `SHIP_FEELS`

```ts
const SHIP_FEELS: { asteroids: { thrust: number; turn: number; drag: number; maxSpeed: number; }; starCastle: { thrust: number; turn: number; drag: number; maxSpeed: number; }; mineStorm: { thrust: number; turn: number; drag: number; maxSpeed: number; }; mineStorm3d: { ...; }; solarQuest: { ...; }; ripOff: { ...; }; webWars: { ...; }... …
```

Inertial ships, tuned by hand in the gallery tributes (not measured from the originals): spread one into
`inertialShip` and override what differs, `inertialShip({ ...SHIP_FEELS.mineStorm, maxSpeed: 500 })`.
Higher `drag` settles faster; `turn` is radians a second.

### `spinner`

```ts
function spinner(o: { keyRate?: number; sensitivity?: number; wrap?: number } = {}): Spinner
```

Creates a Spinner.

### `trackball`

```ts
function trackball(o: TrackballOptions = {}): Trackball
```

Creates a Trackball.

### `TRACKBALL_FEELS`

```ts
const TRACKBALL_FEELS: { quantum: { drag: number; sensitivity: number; maxSpeed: number; }; }
```

Trackballs from the gallery: `trackball({ ...TRACKBALL_FEELS.quantum, x, y })`.

### `WALK_FEELS`

```ts
const WALK_FEELS: { cosmicChasm: { speed: number; eightWay: true; }; }
```

Direct movers from the gallery: `directMove(WALK_FEELS.cosmicChasm)`.

## Classes

### `DirectMove`

```ts
class DirectMove
```

Eight-way movement with no momentum — Berzerk, Clean Sweep, Armor Attack.
`heading` is the last direction actually moved, which is what "fire in the
direction you are walking" means and why it must survive letting go.

- `speed: number` — Movement speed, in units each second.
- `eightWay: boolean` — Snap movement to 8 compass directions. Default true.
- `heading: number` — Last movement heading in radians, kept when the stick centres.
- `moving: boolean` — True while any direction is held.
- `constructor(o: { speed: number; eightWay?: boolean })`
- `update(a: Mover, input: DirectInput, dt: number): void` — Moves the mover for one frame from the held directions.

### `InertialShip`

```ts
class InertialShip
```

Rotate / thrust / drift — Asteroids, Mine Storm, Space Wars, Solar Quest,
Gravitar, Lunar Lander. The single most common control scheme of the era.

- `thrust: number` — Acceleration under thrust, in units/s².
- `turn: number` — Turn rate, in radians each second.
- `drag: number` — Fraction of speed shed each second, 0..1. Default 0.25.
- `maxSpeed: number` — Speed ceiling, in units each second. Default Infinity.
- `reverse: number` — Reverse thrust as a fraction of forward thrust. 0 = no reverse.
- `thrusting: boolean` — True on the frames the engine is lit — for the exhaust plume.
- `constructor(o: InertialOptions)`
- `update(a: Mover, input: ShipInput, dt: number): void` — Applies one frame of turn, thrust and drag to the mover.
- `muzzle(a: Mover, offset: number, shotSpeed: number, inherit = true): Mover` — Where a shot fired now should start and how fast it goes.

### `RoadCar`

```ts
class RoadCar
```

A racing gearbox: gear, gas, brake, steer, speedo. `steer` is scaled by speed
because a stationary car does not corner, which is the difference between a
racer and a top-down shooter that happens to have a car in it.

- `readonly gears: number[]` — Top speed in each gear, slowest first.
- `gear: number` — The current gear, from 0 (first gear).
- `speed: number` — The current forward speed, in units each second.
- `drift: number` — Lateral rate this frame, units/s — feed it to the road position.
- `accel: number` — Acceleration under gas, in units/s².
- `braking: number` — Deceleration under brake, in units/s².
- `coast: number` — Deceleration when neither gas nor brake is held, in units/s².
- `steer: number` — Lateral rate at full speed, in units each second.
- `auto: boolean` — True for an automatic gearbox that shifts itself.
- `constructor(o: CarOptions)`
- `get topSpeed(): number` — The top speed of the current gear, in units each second.
- `get revs(): number` — 0..1 within the current gear — the rev counter, and the engine pitch.
- `update(input: CarInput, dt: number): void` — Applies one frame of shifting, speed and steering from the held keys.
- `crash(): void` — A crash: stop dead and drop to first.

### `Spinner`

```ts
class Spinner
```

A spinner (Tempest, Omega Race): RELATIVE input that accumulates. A mouse, a
trackball axis and a held key all feed the same `nudge`, so the game reads one
value whatever the hardware is.

- `value: number` — Accumulated position. Unbounded unless `wrap` is set.
- `keyRate: number` — Units per second of held key.
- `sensitivity: number` — Multiplier on pointer deltas.
- `wrap: number` — Wrap `value` into 0..wrap. 0 = free.
- `constructor(o: { keyRate?: number; sensitivity?: number; wrap?: number } = {})`
- `nudge(delta: number): number` — A pointer or trackball delta.
- `update(dir: number, dt: number): number` — Held keys: -1, 0 or +1.
- `set(v: number): number` — Sets the value directly, wrapped into 0..wrap when `wrap` is set. Returns the new value.

### `Trackball`

```ts
class Trackball
```

The trackball state. Feed pointer deltas to `roll` and call `update` each frame.

- `x: number` — The x position of the cursor.
- `y: number` — The y position of the cursor.
- `vx: number` — The roll velocity on x, in units each second.
- `vy: number` — The roll velocity on y, in units each second.
- `drag: number` — Fraction of the roll shed each second, 0..1. Default 0.9.
- `sensitivity: number` — Multiplier on pointer deltas. Default 1.
- `maxSpeed: number` — Ceiling on the roll speed, in units each second. Default Infinity.
- `bounds: { x: number; y: number; w: number; h: number } | null` — Rectangle that limits the position, or null for no limit.
- `constructor(o: TrackballOptions = {})`
- `roll(dx: number, dy: number, dt: number): void` — A pointer delta this frame.
- `update(dt: number): void` — Applies drag, the speed ceiling and the bounds, then moves the cursor. Call each frame with `dt` in seconds.

## Types

### `CarInput`

```ts
interface CarInput
```

Held-key state for a RoadCar. The game maps its own keys.

- `gas?: boolean` — True while the gas is held.
- `brake?: boolean` — True while the brake is held.
- `left?: boolean` — True while steering left.
- `right?: boolean` — True while steering right.
- `shiftUp?: boolean` — Momentary: shift up / down one gear.
- `shiftDown?: boolean` — Momentary: shift down one gear.

### `CarOptions`

```ts
interface CarOptions
```

Configures a RoadCar.

- `gears: number[]` — Top speed in each gear, slowest first.
- `accel: number` — Acceleration, units/s².
- `brake: number` — Braking, units/s².
- `drag?: number` — Coasting deceleration, units/s². Default `accel / 3`.
- `steer: number` — Lateral units/s at full speed.
- `auto?: boolean` — Automatic gearbox — shifts itself at the top of each gear. Default false.

### `ControlFeelsApi`

```ts
type ControlFeelsApi = typeof kit
```

`game.controlFeels` — every function, class and preset this pack carries, as one namespace.

### `DirectInput`

```ts
interface DirectInput
```

Held-key state for DirectMove. The game maps its own keys.

- `up?: boolean` — True while up is held.
- `down?: boolean` — True while down is held.
- `left?: boolean` — True while left is held.
- `right?: boolean` — True while right is held.

### `InertialOptions`

```ts
interface InertialOptions
```

Configures an InertialShip.

- `thrust: number` — Acceleration under thrust, units/s².
- `turn: number` — Turn rate, rad/s.
- `drag?: number` — Fraction of speed shed per second. Default 0.25.
- `maxSpeed?: number` — Speed ceiling, in units each second. Default Infinity.
- `reverse?: number` — Reverse thrust as a fraction of forward. Default 0 (no reverse).

### `ShipInput`

```ts
interface ShipInput
```

Held-key state. The game maps its own keys; the profile never reads input.

- `left?: boolean` — True while turning left.
- `right?: boolean` — True while turning right.
- `thrust?: boolean` — True while forward thrust is held.
- `reverse?: boolean` — True while reverse thrust is held.

### `TrackballOptions`

```ts
interface TrackballOptions
```

A trackball with momentum — Quantum's probe, Missile Command's crosshair.
The roll continues after the ball is released and decays; that carry is the
whole feel of the device.

- `x?: number` — The start x position. Default 0.
- `y?: number` — The start y position. Default 0.
- `drag?: number` — Fraction of roll shed per second. Default 0.9.
- `sensitivity?: number` — Multiplier on pointer deltas. Default 1.
- `maxSpeed?: number` — Ceiling on the roll, units/s. Default Infinity — set one. `roll` divides by `dt`, so one fast flick of a mouse is thousands of units a second and the cursor is gone off the far side before the next frame.
- `bounds?: { x: number; y: number; w: number; h: number }` — Rectangle that limits the position. The cursor stops at the edge.

---

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