---
title: "Vector core: API"
package: "@phaser-ae/core-vector"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-15
description: "Everything a glowing line-art game uses in one pack, with shapes by name, line-art text, shatter debris, collisions, wrap-around fields, sound and input."
url: https://phaser.io/packs/core-vector/api
site: Phaser - https://phaser.io
---

# Vector core: API

`@phaser-ae/core-vector` — Everything a vector game uses, in one pack: glowing line-art shapes by name, text, shatter, collisions, wrap, tweens, sound and input.

## The pack

### `coreVector`

```ts
function coreVector(): Pack<CoreVectorApi, {}, {}, ShapeSpawn>
```

The vector core. No options: everything it composes is configured by its defaults, or by naming that pack in the manifest.

## Constants

### `VECTOR_DRAWER_ID`

```ts
const VECTOR_DRAWER_ID: 24
```

The drawer id core-vector's objects carry, so the sprite pass leaves them to the vector layer.

## Types

### `CoreVectorApi`

```ts
interface CoreVectorApi
```

What core-vector puts on the game.

- `readonly shapes: Shapes` — Line-art shapes by name, for `game.spawn({ shape })`.
- `shatter(h: Handle, opts?: { speed?: number; spin?: number; life?: number; drag?: number }): void` — Break a shape apart: its lines fly, spin and fade, and the object is destroyed now. `speed`, `spin`, `life`, `drag` shape the debris.
- `text(text: string | number, x: number, y: number, style?: VectorTextStyle): Text` — Text, centered on `x, y` by default, on the HUD: glowing line art unless `font` names a typeface.
- `readonly background: Background` — What is behind everything: a color (black, for most vector games), a gradient, stars, a picture.

### `Facing`

```ts
type Facing = 'right' | 'up' | 'none'
```

Which way a shape defined in code points as drawn: `'right'` (+x, the default), `'up'` (-y) or `'none'` (it has no front).

### `ShapeLook`

```ts
interface ShapeLook extends VecStyle
```

How a shape defined in code looks: the vector layer's line style, and which way it points as drawn.

- `fill?: string` — A solid face under a closed outline: a color, hex.
- `facing?: Facing` — Which way it points as drawn. Default `'right'`.

### `Shapes`

```ts
interface Shapes
```

`game.shapes`: line-art shapes by name, for `game.spawn({ shape: name })`.

- `define(name: string, outline: VecPoints | ReadonlyArray<VecPartOptions> | ReadonlyArray<readonly [number, number]>, look?: ShapeLook): void` — Name a shape drawn in code: an outline of points in world units around its center (`[[x, y], …]` or `{ x, y }` objects), or a list of parts (`{ points, closed, color, … }`) that turn together. `game.shapes.define('ship', [[14, 0], [-10, -9], [-6, 0], [-10, 9]], { color: '#5cf', glow: 1 })`.
- `load(file: string | VecArtFile | unknown): string[]` — Name every shape in a vector-art file (the design's Vector Art page): a loaded file's key in assets.json, or the file itself. The `vector-art` key loads by itself the first time an unknown name is spawned. Returns the names it added.
- `has(name: string): boolean` — Is there a shape by this name?
- `readonly names: ReadonlyArray<string>` — Every shape's name.
- `of(h: Handle): VecShape | null` — The vector layer's own shape behind an object, for its parts (`shape.part('flame')`) or a restyle.

### `ShapeSpawn`

```ts
interface ShapeSpawn
```

What `game.spawn` takes for a shape: `game.spawn({ id: 'rock', shape: 'rock', x, y, tags: ['rock'] })`.

- `shape?: string` — A shape by the name `game.shapes.define` (or the design's Vector Art file) gave it.
- `size?: number` — For a shape from a vector-art file: how many world units its drawing box spans. Default the size its page gave it.

### `VectorTextStyle`

```ts
interface VectorTextStyle extends TextStyle
```

How `game.text` looks in a vector game: the shared style, a font of line art by default, and its glow.

- `font?: string` — `'vector'` (default): glowing line art, capitals, digits and punctuation. `'sans'`, `'serif'`, `'mono'` (each with `-bold`) set it as ordinary type.
- `glow?: number` — Line art: how far its halo reaches, 0..2. Default 0.8.
- `weight?: number` — Line art: the width of its strokes, in pixels. Default a tenth of the size.

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
