---
title: "Rope-cutting puzzles: API"
package: "@phaser-ae/cut-rope"
tier: Free
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "The rules of a rope-cutting physics puzzle: candies hang on real ropes, the player swipes to cut them, and stars, bubbles, air cushions and spikes lie between candy and mouth."
url: https://phaser.io/packs/cut-rope/api
site: Phaser - https://phaser.io
---

# Rope-cutting puzzles: API

`@phaser-ae/cut-rope` — Rope-cutting puzzle levels: candies on ropes, mouths, stars, rope pins, bubbles, air cushions, gravity switches and spikes, as in Cut the Rope.

## The pack

### `cutRope`

```ts
function cutRope(): Pack<{ cutRope: CutRopeApi }>
```

The `cut-rope` pack: `game.cutRope`, Cut the Rope's rules on a rope world of the game's own per level.

## Functions

### `alongPath`

```ts
function alongPath(points: ReadonlyArray<RopeVec>, distance: number, mode: 'pingpong' | 'loop' = 'pingpong'): RopeVec
```

The point `distance` along a polyline, going back and forth (`'pingpong'`) or round it (`'loop'`).

### `createCutRope`

```ts
function createCutRope(level: CutRopeLevel, options: CutRopeOptions = {}): CutRopeGame
```

Make a game of a level. Throws, listing every problem, on a level `validateCutRopeLevel` refuses.

### `validateCutRopeLevel`

```ts
function validateCutRopeLevel(level: CutRopeLevel, kinds: ReadonlyArray<string> = []): string[]
```

Check a level and say what is wrong with it, as plain sentences; empty when it can be played.

## Constants

### `cutRopeDefaults`

```ts
const cutRopeDefaults: { readonly candyRadius: 16; readonly candyMass: 10; readonly ropeMass: 0.5; readonly ropeRadius: 3; readonly slack: 0.05; readonly mouthRadius: 32; readonly starRadius: 18; readonly bubbleRadius: 34; ... 7 more ...; readonly margin: 60; } …
```

The defaults every level element falls back on.

### `cutRopeLevels`

```ts
const cutRopeLevels: { readonly classic: readonly CutRopeLevel[]; readonly tower: readonly CutRopeLevel[] }
```

The built-in levels, by box.

## Types

### `CutRopeApi`

```ts
interface CutRopeApi
```

What the `cut-rope` pack adds to a game: `game.cutRope`.

- `create: typeof createCutRope` — Make a game of a level.
- `validate: typeof validateCutRopeLevel` — Check a level; empty when it can be played.
- `levels: typeof cutRopeLevels` — The built-in box of levels, a preset to start from.
- `defaults: typeof cutRopeDefaults` — The defaults level elements fall back on.
- `alongPath: typeof alongPath` — A point along a hook's path.

### `CutRopeBubble`

```ts
interface CutRopeBubble
```

A bubble: a candy that drifts into it floats away from gravity at `rise` units per second until it is tapped.

- `x: number` — Where it is, across.
- `y: number` — Where it is, down.
- `radius?: number` — Its radius. Default 34.
- `rise?: number` — How fast it floats, units per second. Default 150.

### `CutRopeCandy`

```ts
interface CutRopeCandy
```

A candy: what the ropes hold and a mouth eats.

- `id: string` — Its id, unique in the level.
- `x: number` — Where it starts, across.
- `y: number` — Where it starts, down.
- `radius?: number` — Its radius. Default 16.
- `mass?: number` — Its mass, against the ropes' (each rope weighs 0.5). Default 10.

### `CutRopeContext`

```ts
interface CutRopeContext
```

What a registered element can reach.

- `readonly world: RopeWorld` — The rope world: ropes, loads, colliders.
- `readonly candies: ReadonlyMap<string, RopeLoad>` — The candies still in play, by id.
- `readonly level: Readonly<CutRopeLevel>` — The level being played.
- `readonly state: Readonly<CutRopeState>` — The game's state.
- `emit(name: string, detail?: unknown): void` — Tell the presenter something happened: an `element` event from this element.
- `lose(candy: string): void` — Lose the game: this candy is destroyed.

### `CutRopeCushion`

```ts
interface CutRopeCushion
```

An air cushion: tapping it puffs every candy in front of it, within `reach` and `spread` radians of `angle`, with an
impulse of `strength` (mass times units per second) at the cushion that falls off to 40% at `reach`.

- `x: number` — Where it is, across.
- `y: number` — Where it is, down.
- `angle: number` — Which way it blows, radians (0 is +x, y down).
- `strength?: number` — The impulse at the cushion's mouth. Default 4000: a 10-mass candy at 400 units per second.
- `reach?: number` — How far the puff reaches. Default 260.
- `spread?: number` — Half the puff's angle, radians. Default 0.5.
- `size?: number` — How near a tap must be to puff it. Default 40.

### `CutRopeElement`

```ts
interface CutRopeElement
```

An element of a kind the game registered: `kind` names it, and the rest is that kind's data.

- `kind: string` — The registered kind's name.
- `[key: string]: unknown` — The kind's own data.

### `CutRopeElementKind`

```ts
interface CutRopeElementKind<S = unknown>
```

A kind of element a game adds to the level format: a teleport, a fan, a moving spike. One instance per level entry of
that kind. Its state must be plain JSON, so saves can carry it.

- `create(entry: CutRopeElement, ctx: CutRopeContext): S` — Make an instance's state from its level entry.
- `step?(state: S, ctx: CutRopeContext, dt: number): void` — Run every step, after the ropes moved and the built-in rules ran.
- `tap?(state: S, ctx: CutRopeContext, point: RopeVec): boolean` — A tap at a point. Return true when this element took it, so nothing else does.
- `view?(state: S, ctx: CutRopeContext): unknown` — What a presenter draws for it.

### `CutRopeEvent`

```ts
type CutRopeEvent = | { kind: 'cut'; rope: string; cause: 'swipe' | 'tear' | 'call' } | { kind: 'star'; star: number; candy: string } | { kind: 'star-gone'; star: number } | { kind: 'tie'; pin: number; candy: string; rope: string } | { kind: 'bubble'; bubble: number; candy: string } | { kind: 'pop'; bubble: number; candy: string } | { kind: 'puff'; cushion: number } | { kind: 'gravity'; switch: number; down: boolean } | { kind: 'eat'; mouth: number; candy: string } | { kind: 'lost'; candy: string; cause: 'hazard' | 'out' } | { kind: 'won'; stars: number } | { kind: 'element'; element: number; name: string; detail?: unknown }
```

What happened, for the presenter to show and sound.

### `CutRopeGame`

```ts
interface CutRopeGame
```

A game of Cut the Rope on one level.

- `readonly level: Readonly<CutRopeLevel>` — The level, as played (a copy of the one given).
- `readonly state: Readonly<CutRopeState>` — The state, live.
- `readonly world: RopeWorld` — The rope world, for drawing or for a registered element. A restart or a restore replaces it.
- `step(dt: number): void` — Advance by `dt` seconds: the ropes, then the rules. Does nothing once the game is won or lost.
- `swipe(path: ReadonlyArray<RopeVec>): number` — Cut every rope the polyline crosses (this step or the last). Returns how many ropes it cut.
- `tap(point: RopeVec): string | null` — A tap: pop a bubble, puff a cushion, flip gravity, or whatever a registered element takes. What took it, or null.
- `drain(): CutRopeEvent[]` — What happened since the last drain, oldest first.
- `view(): CutRopeView` — Everything to draw.
- `restart(): void` — Start the level again.
- `snapshot(): CutRopeSave` — The game as plain JSON, to resume later on the same level.
- `restore(save: CutRopeSave): void` — Resume a snapshot of this level. Throws on one of another level, and the game is left as it was.

### `CutRopeHook`

```ts
interface CutRopeHook
```

A hook a rope hangs from: still, sliding along a path, or going round a centre.

- `x: number` — Where it is across: the hook itself, or the centre of an orbit.
- `y: number` — Where it is down.
- `path?: { points: ReadonlyArray<RopeVec>; speed: number; mode?: 'pingpong' | 'loop'; offset?: number }` — Slide along these points at `speed` units per second, back and forth (`'pingpong'`, the default) or round and round (`'loop'`), starting `offset` units along.
- `orbit?: { radius: number; speed: number; phase?: number }` — Go round (x, y) at `radius`, `speed` turns per second (negative is anticlockwise), starting at `phase` turns.

### `CutRopeLevel`

```ts
interface CutRopeLevel
```

A level. Units are the game's, 2D with y down; a candy that leaves the play area by `margin` is lost.

- `id?: string` — Its id, which saves carry.
- `name?: string` — A name to show.
- `width: number` — The play area's width, from x = 0. It may be larger than the screen: a tall or wide level scrolls.
- `height: number` — The play area's height, from y = 0.
- `margin?: number` — How far past the play area a candy may go before it is lost. Default 60.
- `gravity?: number` — Gravity, units per second squared, down. Default 900.
- `candies: CutRopeCandy[]` — The candies, at least one.
- `mouths: CutRopeMouth[]` — The mouths, at least one. The level is won when every candy is eaten.
- `ropes: CutRopeRope[]` — The ropes the level starts with (rope pins add more).
- `stars?: CutRopeStar[]` — Stars to collect, for a rating.
- `pins?: CutRopePin[]` — Rope pins.
- `bubbles?: CutRopeBubble[]` — Bubbles.
- `cushions?: CutRopeCushion[]` — Air cushions.
- `switches?: CutRopeSwitch[]` — Gravity switches.
- `hazards?: RopeCollider[]` — Shapes that destroy a candy that touches them: spikes, saws, electricity.
- `walls?: RopeCollider[]` — Solid shapes candies bounce off and ropes drape over.
- `elements?: CutRopeElement[]` — Elements of kinds the game registered.

### `CutRopeMouth`

```ts
interface CutRopeMouth
```

A mouth (Om Nom): a candy that reaches it is eaten.

- `x: number` — Where it is, across.
- `y: number` — Where it is, down.
- `radius?: number` — How close a candy's centre must come, plus half the candy's radius. Default 32.
- `candy?: string` — Eat only this candy: two mouths, two candies, each its own colour. Default any candy.
- `angle?: number` — Which way it faces, for drawing: radians, `-Math.PI / 2` (up, the default) sits on a ledge, `Math.PI / 2` hangs.

### `CutRopeOptions`

```ts
interface CutRopeOptions
```

How a game is made.

- `elements?: Record<string, CutRopeElementKind<unknown>>` — Element kinds beyond the built-in ones, by the `kind` level entries use.
- `rope?: Omit<RopeWorldOptions, 'gravity' | 'flat'>` — The rope world's options: step, iterations, substeps, damping. Gravity comes from the level.

### `CutRopePin`

```ts
interface CutRopePin
```

A rope pin: when a candy comes within `reach`, a rope of that length ties itself from the pin to the candy, once.

- `x: number` — Where it is, across.
- `y: number` — Where it is, down.
- `reach: number` — How near the candy must come; also the new rope's length unless `length` says otherwise.
- `length?: number` — The new rope's length. Default `reach`.

### `CutRopeRope`

```ts
interface CutRopeRope
```

A rope from a hook to a candy.

- `id?: string` — Its id, for events and hints. Default `rope-<index>`.
- `hook: CutRopeHook` — What it hangs from.
- `candy?: string` — The candy it holds. Default the level's first candy.
- `length?: number` — Its length. Default the distance from the hook to the candy, times `1 + slack`.
- `slack?: number` — Extra length as a fraction of the distance, when `length` is not given. Default 0.05: just slack enough to hang.
- `radius?: number` — Its thickness, a radius. Default 3.

### `CutRopeSave`

```ts
interface CutRopeSave
```

A saved game.

- `format: 'phaser-ae-cut-rope'` — Always `'phaser-ae-cut-rope'`.
- `version: 1` — The save format's version, 1.
- `level: string` — The level's id ('' for a level without one).
- `state: CutRopeState` — The game's state.
- `world: RopeSnapshot` — The rope world.
- `holds: [string, string][]` — Which candy each rope in the world holds.
- `pinsUsed: boolean[]` — Which rope pins have tied their rope.
- `bubbles: { candy: string | null; popped: boolean }[]` — What each bubble holds, and whether it has popped.
- `puffs: (number | null)[]` — When each cushion last puffed, level seconds, or null.
- `elements: unknown[]` — Each registered element's state.

### `CutRopeStar`

```ts
interface CutRopeStar
```

A star, collected when a candy passes through it.

- `x: number` — Where it is, across.
- `y: number` — Where it is, down.
- `radius?: number` — Its radius. Default 18.
- `timer?: number` — A timed star: it is gone this many seconds into the level. Default never.

### `CutRopeState`

```ts
interface CutRopeState
```

The game's state.

- `phase: 'playing' | 'won' | 'lost'` — `'playing'` until every candy is eaten (`'won'`) or one is lost (`'lost'`).
- `time: number` — Seconds played.
- `stars: number` — Stars collected.
- `taken: boolean[]` — Which stars are collected, in level order.
- `eaten: string[]` — The candies eaten, by id.
- `lost: { candy: string; cause: 'hazard' | 'out' } | null` — How a lost game was lost.
- `down: boolean` — Whether gravity points down (it flips with a switch).

### `CutRopeSwitch`

```ts
interface CutRopeSwitch
```

A gravity switch: tapping it turns gravity upside down, and back.

- `x: number` — Where it is, across.
- `y: number` — Where it is, down.
- `size?: number` — How near a tap must be. Default 32.

### `CutRopeView`

```ts
interface CutRopeView
```

Everything a presenter draws, in level units.

- `candies: { id: string; x: number; y: number; vx: number; vy: number; radius: number; bubble: number | null; eaten: boolean }[]` — Every candy, eaten ones too, and which bubble holds it.
- `mouths: { x: number; y: number; radius: number; angle: number; candy?: string; open: number }[]` — Each mouth, and how wide open it is (0 to 1) as a candy it wants comes near.
- `ropes: { id: string; candy: string; runs: number[][]; holding: boolean; radius: number }[]` — Each rope's uncut stretches as `[x0, y0, z0, x1, …]` (once its candy is eaten, only the one hanging from its hook), and whether it still holds its candy.
- `hooks: { rope: string; x: number; y: number; moving: boolean }[]` — Where each rope's hook is now.
- `stars: { x: number; y: number; radius: number; taken: boolean; gone: boolean; left: number | null }[]` — Each star: taken, gone (a timed star whose time is up), and seconds left (null for an untimed one).
- `pins: { x: number; y: number; reach: number; used: boolean }[]` — Each rope pin, and whether it has tied its rope.
- `bubbles: { x: number; y: number; radius: number; candy: string | null; popped: boolean }[]` — Each bubble: where it is (on its candy while it holds one), and whether it has popped.
- `cushions: { x: number; y: number; angle: number; reach: number; spread: number; size: number; puffed: number }[]` — Each cushion, and seconds since it last puffed (Infinity before the first).
- `switches: { x: number; y: number; size: number }[]` — Each gravity switch.
- `hazards: RopeCollider[]` — The hazards, as the level gave them.
- `walls: RopeCollider[]` — The walls, as the level gave them.
- `elements: { kind: string; view: unknown }[]` — What each registered element's `view` returned, in level order.
- `down: boolean` — Whether gravity points down.

---

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