---
title: "Crowd runner with number gates: API"
package: "@phaser-ae/crowd-runner"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-19
description: "A crowd runner: steer a crowd up a lane through number gates, past saws and pits and through enemy crowds, to a staircase tower or a boss."
url: https://phaser.io/packs/crowd-runner/api
site: Phaser - https://phaser.io
---

# Crowd runner with number gates: API

`@phaser-ae/crowd-runner` — A crowd runner: steer a crowd through math gates, past obstacles and enemy crowds, to a staircase tower or a boss, as in Count Masters.

## The pack

### `crowdRunner`

```ts
function crowdRunner(): Pack<{ crowdRunner: CrowdRunnerApi }>
```

The `crowd-runner` pack: `game.crowdRunner`, Count Masters' rules. No options.

## Helpers

### `applyGate`

```ts
function applyGate(count: number, g: GateOp): number
```

A gate's effect on a count. Never below 0; division rounds down.

### `checkCrowdRunnerSave`

```ts
function checkCrowdRunnerSave(save: unknown): string | null
```

Why a save cannot be restored, or null when it can: its course must be one `createCrowdRunner` would accept, the
state's enemy counts and gates must match that course, its numbers must be finite, the crowd and the enemies whole
numbers, and the random stream a real one. `restore` throws with this reason.

### `createCrowdAutopilot`

```ts
function createCrowdAutopilot(game: CrowdRunnerGame, options: { lookahead?: number } = {}): CrowdAutopilot
```

The run's autopilot. It only reads `game`.

### `createCrowdRunner`

```ts
function createCrowdRunner(options: CrowdRunnerOptions = {}): CrowdRunnerGame
```

Start a run. Throws, with every fault, on options `validateCrowdRunner` refuses.

### `gateDefaults`

```ts
const gateDefaults: NonNullable<CourseOptions['ops']>
```

The gates a generated course offers by default, with their operand ranges and weights.

### `gateLabel`

```ts
function gateLabel(g: GateOp): string
```

A gate as written on it: `+10`, `x3`, `-5`, `÷2`.

### `planRunnerCourse`

```ts
function planRunnerCourse(options: CourseOptions, rng: Rng): RunnerCourse
```

Generate a course.

### `validateCrowdRunner`

```ts
function validateCrowdRunner(options: CrowdRunnerOptions = {}): string[]
```

Check a run's options. Empty when it can be played.

## Types

### `CourseFinish`

```ts
type CourseFinish = | { kind: 'stairs'; steps: number; perStep: number } | { kind: 'boss'; hp: number; hit: number; every: number }
```

How the course ends.

### `CourseOptions`

```ts
interface CourseOptions
```

How a course is generated.

- `length?: number` — Lane length to the finish. Default 320.
- `width?: number` — Lane width. Default 10.
- `spacing?: number` — Distance between features. Default 32.
- `mix?: { gates?: number; obstacles?: number; enemies?: number }` — Shares of gates, obstacles and enemy crowds among the features. Default 0.55, 0.25, 0.2.
- `ops?: { op: GateOp['op']; n: [number, number]; weight?: number }[]` — The gates on offer, by weight. Default +, x, and a little - and /.
- `kinds?: { kind: Obstacle['kind']; weight?: number }[]` — Obstacle kinds, by weight. Default saws, walls and pits.
- `enemyShare?: [number, number]` — Enemy crowds as a share of the count the best choices would give there. Default [0.25, 0.5].
- `finish?: CourseFinish` — The finish. Default a staircase of 20 steps, 4 members a step.
- `start?: number` — The count the crowd starts with, and the space between its members, for sizing enemies. Default 5 and 0.42.
- `packing?: number` — The space between members of a crowd, in lane units, for sizing enemies. Default 0.42.
- `max?: number` — The most members a crowd can have. Default 999.

### `CrowdAutopilot`

```ts
interface CrowdAutopilot
```

A player that steers.

- `next(): number` — Where across the lane to steer for now.

### `CrowdEvent`

```ts
type CrowdEvent = | { kind: 'gate'; index: number; side: 'left' | 'right'; op: GateOp; before: number; after: number } | { kind: 'lost'; by: Obstacle['kind'] | 'enemy' | 'boss'; n: number } | { kind: 'clash'; index: number } | { kind: 'cleared'; index: number } | { kind: 'finish' } | { kind: 'step'; step: number } | { kind: 'won'; score: number } | { kind: 'over' }
```

Something that happened.

### `CrowdRunnerApi`

```ts
interface CrowdRunnerApi
```

What the `crowd-runner` pack adds to a game: `game.crowdRunner`.

- `create: typeof createCrowdRunner` — Start a run.
- `validate: typeof validateCrowdRunner` — Check a run's options.
- `checkSave: typeof checkCrowdRunnerSave` — Why a save cannot be restored, or null.
- `plan: typeof planRunnerCourse` — Generate a course by seed.
- `apply: typeof applyGate` — A gate's effect on a count.
- `label: typeof gateLabel` — A gate as written on it.
- `gates: typeof gateDefaults` — The built-in gate mix.
- `autopilot: typeof createCrowdAutopilot` — A player for an attract mode or a test.

### `CrowdRunnerGame`

```ts
interface CrowdRunnerGame
```

A run.

- `readonly state: CrowdRunnerState` — The live state; read it, do not change it.
- `readonly course: RunnerCourse` — The course being run.
- `readonly options: Readonly<{ speed: number; steer: number; spacing: number; max: number }>` — The speeds, spacing and crowd limit in force, with their defaults filled in.
- `move(x: number): void` — Steer: -1 left to 1 right, as a share of the steering speed.
- `aim(x: number | null): void` — Steer towards a place across the lane (as dragging does), or null to stop.
- `step(dt: number): void` — Advance, in fixed steps of 1/60 s.
- `obstacleX(o: Obstacle, time: number): number` — An obstacle's middle across the lane at a time.
- `formation(count: number): { x: number; z: number }[]` — The crowd's members around its middle, for any count.
- `view(): CrowdView` — Every member's position, for drawing, with a copy of the state.
- `drain(): CrowdEvent[]` — Takes the events since the last call, oldest first, and clears them. Only the latest 512 are kept.
- `snapshot(): CrowdRunnerSave` — The whole run as plain JSON, to save.
- `restore(save: CrowdRunnerSave): void` — Replaces the run with a saved one from `snapshot()` and discards pending events. The save carries its course, so it need not be this run's. Throws `crowd-runner.restore: …`, changing nothing, on a save `checkCrowdRunnerSave` refuses.

### `CrowdRunnerOptions`

```ts
interface CrowdRunnerOptions
```

A run's options.

- `seed?: number` — Default 1.
- `course?: RunnerCourse | CourseOptions` — A course by hand, or how to generate one. Default generated with its defaults.
- `start?: number` — Members at the start. Default 5.
- `speed?: number` — Units a second up the lane. Default 8.
- `steer?: number` — Units a second side to side. Default 12.
- `spacing?: number` — Space between members. Default 0.42.
- `max?: number` — The most members a crowd can have. Default 999.
- `clash?: number` — Seconds a clash between equal crowds takes. Default 0.8.

### `CrowdRunnerSave`

```ts
interface CrowdRunnerSave
```

A run saved as plain JSON.

- `state: CrowdRunnerState` — The run's state.
- `course: RunnerCourse` — The course being run.
- `aim: number | null` — The place across the lane the crowd is steering towards, or null when steered by `move`.
- `carry: number` — Seconds of unspent time towards the next 1/60 s step.
- `hit: number` — Seconds since the last step climbed or boss blow at the finish.
- `rng: RngState` — The random stream's state.

### `CrowdRunnerState`

```ts
interface CrowdRunnerState
```

Where the run stands.

- `time: number` — Seconds the run has lasted.
- `phase: 'run' | 'clash' | 'finish' | 'won' | 'lost'` — `run` while the crowd runs up the lane, `clash` while it fights an enemy crowd, `finish` on the stairs or against the boss, then `won` or `lost`.
- `z: number` — The crowd's middle: `z` up the lane, `x` across it (0 the middle).
- `x: number` — The crowd's middle across the lane, in lane units; 0 is the middle.
- `count: number` — Members in the crowd.
- `enemies: number[]` — The enemy crowds' counts, by course order, and the one being fought.
- `fighting: number | null` — Index into `enemies` of the crowd being fought, or null when not in a clash.
- `gates: ('left' | 'right' | null)[]` — The gates taken, by course order: 'left', 'right', or null not yet.
- `climbed: number` — The finish: steps climbed (stairs) or the boss's hit points.
- `bossHp: number` — The boss's hit points left; 0 with a stairs finish.
- `multiplier: number` — The finish's multiplier (stairs), and the score: members at the finish times it.
- `score: number` — Final score, set when the run is won; 0 before then.

### `CrowdView`

```ts
interface CrowdView
```

What is where.

- `state: CrowdRunnerState` — The run's state when the view was taken; a copy.
- `course: RunnerCourse` — The course being run.
- `members: { x: number; z: number }[]` — The crowd's members, as positions (`x` across, `z` up the lane).
- `enemies: { index: number; at: number; x: number; count: number; members: { x: number; z: number }[] }[]` — Enemy crowds still standing, with their members.
- `obstacles: (Obstacle & { now: number })[]` — Obstacles where they are now.

### `EnemyCrowd`

```ts
interface EnemyCrowd
```

An enemy crowd standing in the lane: it fights the crowd one for one.

- `at: number` — Distance up the lane from the start, in lane units.
- `count: number` — Members in the crowd; a whole number, 1 or more.
- `x?: number` — Its middle across the lane, in lane units; 0 (the default) is the middle.

### `GateOp`

```ts
interface GateOp
```

What a gate does to the crowd.

- `op: '+' | '-' | 'x' | '/'` — The arithmetic: `+` adds `n`, `-` subtracts it, `x` multiplies by it, `/` divides by it and rounds down.
- `n: number` — The operand; above 0.

### `GatePair`

```ts
interface GatePair
```

Two gates side by side, across the lane at `at`; the divider is at `split` (0 is the middle).

- `at: number` — Distance up the lane from the start, in lane units.
- `left: GateOp` — The gate on the left of the divider.
- `right: GateOp` — The gate on the right of the divider.
- `split?: number` — Where the divider sits across the lane, in lane units; 0 (the default) is the middle.

### `Obstacle`

```ts
interface Obstacle
```

An obstacle: anything of the crowd inside its footprint dies. `x` is its middle across the lane (0 the middle).

- `at: number` — Distance up the lane from the start, in lane units.
- `kind: 'saw' | 'wall' | 'pit'` — A spinning saw (round), a wall (a block), or a pit (a hole across part of the lane).
- `x: number` — Its middle across the lane, in lane units; 0 is the middle.
- `w: number` — Its width across the lane and depth along it.
- `d: number` — Its depth along the lane, in lane units.
- `sweep?: { range: number; rate: number }` — It swings side to side: this far each way, this many times a second.

### `RunnerCourse`

```ts
interface RunnerCourse
```

A course.

- `length: number` — Lane length to the finish, in lane units.
- `width: number` — Lane width, in lane units.
- `gates: GatePair[]` — The gate pairs, by distance up the lane.
- `obstacles: Obstacle[]` — The obstacles, by distance up the lane.
- `enemies: EnemyCrowd[]` — The enemy crowds, by distance up the lane.
- `finish: CourseFinish` — How the course ends.

---

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