---
title: "Enemy capture: API"
package: "@phaser-ae/enemy-capture"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "The session of a single-screen capture-and-clear platformer: trap enemies, finish them off for chained scores and fruit, beat the hurry-up and clear round after round."
url: https://phaser.io/packs/enemy-capture/api
site: Phaser - https://phaser.io
---

# Enemy capture: API

`@phaser-ae/enemy-capture` — The session of a capture-and-clear platform game: rounds, chained scores, fruit and items, letters, anger, chasers, bosses, lives and difficulty.

## The pack

### `enemyCapture`

```ts
function enemyCapture(): Pack<{ enemyCapture: typeof api }>
```

Install the renderer-independent enemy capture API.

## Helpers

### `CAPTURE_SCORING`

```ts
const CAPTURE_SCORING: CaptureScoring
```

The default scoring: doubling pops from 1000, a fruit per kill, doubling snowball chains from 500.

### `CAPTURE_TIMING`

```ts
const CAPTURE_TIMING: CaptureTiming
```

The default timings, seconds.

### `captureConfig`

```ts
function captureConfig(o: CaptureConfigInput): CaptureConfig
```

A complete configuration from a game's own parts, with plain defaults for the rest.

### `captureDifficulty`

```ts
function captureDifficulty(name: CaptureDifficultyName): CaptureDifficulty
```

Difficulty presets: Arcade is the original tables, Normal is the gallery default, Easy is gentler still.

### `createCaptureGame`

```ts
function createCaptureGame(initial: CaptureConfig): CaptureGame
```

Create a capture game from a configuration (see `bubbleBobblePreset` and `snowBrosPreset`).

## Types

### `CaptureAnger`

```ts
interface CaptureAnger
```

Anger: enemies that escape, the hurry-up and the last enemy speed up.

- `speed: number` — Speed multiplier when angry.
- `onEscape: boolean` — An enemy that breaks out of a bubble or snow is angry.
- `onHurry: boolean` — Every enemy turns angry at the hurry-up.
- `lastEnemy: boolean` — The last enemy is angry.
- `calmOnDeath: boolean` — A player's death calms every enemy.

### `CaptureConfig`

```ts
interface CaptureConfig
```

A complete capture game configuration. Presets build these; every field is data.

- `name: string` — Name.
- `mechanic: "bubble" | "snow" | "both"` — The capture mechanic(s): bubbles, snow or both at once.
- `tile: number` — Tile size of the round maps.
- `legend: Readonly<Record<string, LegendEntry>>` — Legend for round rows.
- `wrapY: boolean` — Maps wrap bottom to top.
- `rounds: readonly CaptureRound[]` — The rounds, in order.
- `loop: boolean` — After the last round: start again from `loopTo` (true) or finish (false).
- `loopTo: number` — Round to loop back to (1-based).
- `startRound: number` — Starting round (1-based).
- `players: number` — Players, 1 to 4.
- `player: CapturePlayer` — Player rules.
- `kinds: Record<string, CaptureEnemyKind>` — Enemy kinds.
- `shots: Record<string, ShotSpec>` — Enemy projectiles by name (behaviours fire them by name).
- `bubbles: Partial<BubbleSettings>` — Bubble rules (mechanic 'bubble' or 'both').
- `snow: Partial<SnowSettings>` — Snow rules (mechanic 'snow' or 'both').
- `elements: Partial<ElementSettings>` — Elemental effects (special bubbles).
- `scoring: CaptureScoring` — Scoring.
- `items: CaptureItems` — Items.
- `powerups: Record<string, CapturePowerup>` — Named power-ups.
- `letters: CaptureLetters | null` — Bonus-word letters, or null.
- `anger: CaptureAnger` — Anger.
- `hurry: CaptureHurry | null` — Time pressure, or null.
- `timing: CaptureTiming` — Timings.
- `difficulty: CaptureDifficulty` — Difficulty scaling.
- `seed: number` — Seed.
- `invulnerable: boolean` — Players never die (tests, demos).

### `CaptureConfigInput`

```ts
type CaptureConfigInput = Pick<CaptureConfig, "name" | "mechanic" | "rounds" | "kinds"> & Partial<Omit<CaptureConfig, "name" | "mechanic" | "rounds" | "kinds" | "player" | "scoring" | "items" | "timing" | "anger">> & { /** The player: a walker profile and start points; lives, fire rate, auto-fire and push speed are optional. */ player: Pick<CapturePlayer, "profile" | "start"> & Partial<CapturePlayer>; /** Scoring overrides. */ scoring?: Partial<CaptureScoring>; /** Item overrides. */ items?: Partial<CaptureItems>; /** Timing overrides. */ timing?: Partial<CaptureTiming>; /** Anger overrides. */ anger?: Partial<CaptureAnger>; }
```

What `captureConfig` needs: the game's own parts, and any section to override.

### `CaptureCounter`

```ts
type CaptureCounter = "blown" | "empty-pops" | "jumps" | "distance" | "lightning-pops" | "fire-pops" | "water-pops" | "wraps" | "fruits" | "specials"
```

Counters the game keeps across rounds (Bubble Bobble's special item triggers).

### `CaptureDifficulty`

```ts
interface CaptureDifficulty
```

Difficulty and population scaling applied on top of any preset.

- `name: string` — Name.
- `speed: number` — Enemy speed multiplier.
- `trap: number` — Multiplier on how long trapped (bubbled) enemies and snowballs hold.
- `minTrap: number` — Shortest trapped time, seconds (late Bubble Bobble rounds trap for 1 s in the arcade).
- `patience: number` — Multiplier on the hurry-up and chaser timers.
- `chaser: number` — Chaser speed multiplier.
- `population: number` — Fraction of each round's authored enemies that appear (at least one).
- `lives: number` — Extra starting lives.
- `shots: number` — Multiplier on the gap between enemy shots (2 = half as many shots).
- `minLetters: number` — Letters offered on letter rounds even without a big pop (0: the arcade rule only).
- `column: 0 | 1 | 2 | 3` — Which of the four threshold columns of a counter item applies (Bubble Bobble's AA BB CC DD: 0 hardest .. 3 normal, 2 easy).

### `CaptureDifficultyName`

```ts
type CaptureDifficultyName = "easy" | "normal" | "arcade"
```

Difficulty preset names. Arcade is the original tables; Normal (the gallery default) and Easy are gentler.

### `CaptureEffect`

```ts
type CaptureEffect = | { kind: "power"; power: string } | { kind: "smart-bomb"; value: number } | { kind: "skip"; rounds: number } | { kind: "stop-timer" } | { kind: "freeze"; seconds: number; value: number } | { kind: "shower"; count: number; value: number; bonus: number; seconds: number }
```

What a special item does.

### `CaptureEnemyKind`

```ts
interface CaptureEnemyKind
```

An enemy kind in a capture game: a platform-enemies kind plus capture rules.

- `enemy: EnemyKind` — The platform-enemies kind (walker profile, movement or custom behaviour, modifiers).
- `capturable?: boolean` — Can be bubbled or snowed. Default true.
- `deadly?: boolean` — Touching it kills a player. Default true.
- `boss?: { hp: number; bonus: number; hurtBy: "ball" | "lightning" | "both" } | null` — A boss: hit points, what hurts it, the bonus for beating it.
- `letter?: boolean` — Carries a letter of the bonus word when killed (Snow Bros' face creatures). Default false.
- `required?: boolean` — Must be cleared for the round to end. Default true (Snow Bros' Doskoi sentries are optional).

### `CaptureEnemyView`

```ts
interface CaptureEnemyView
```

An enemy as read by renderers.

- `id: string` — Id.
- `kind: string` — Kind.
- `x: number` — Centre x.
- `y: number` — Centre y.
- `w: number` — Size.
- `h: number` — Size.
- `facing: -1 | 1` — Facing.
- `mode: WalkerMode` — Movement mode.
- `vx: number` — Velocity x.
- `state: "entering" | "active" | "covered" | "snowball" | "rolling" | "frozen"` — 'entering' (dropping in), 'active', 'covered' (partly snowed), 'snowball', 'rolling', 'frozen'. Trapped enemies are drawn from their bubbles.
- `angry: boolean` — Angry (faster, recoloured).
- `snow: number` — Snow units (0 .. cover).
- `hp: number` — Boss hit points left (0 for non-bosses).
- `hpMax: number` — Boss hit points at the start.
- `hurt: number` — Seconds since its last boss hit (flash).
- `snapped: boolean` — Discontinuous move: snap the sprite.

### `CaptureEvent`

```ts
type CaptureEvent = | { kind: "round-start"; round: number; name: string } | { kind: "round-clear"; round: number } | { kind: "score"; player: number; value: number; x: number; y: number; reason: string } | { kind: "blow"; player: number } | { kind: "throw"; player: number } | { kind: "kick"; player: number; enemy: string } | { kind: "capture"; enemy: string; enemyKind: string; x: number; y: number } | { kind: "escape"; enemy: string; enemyKind: string } | { kind: "pop"; player: number; enemies: number; bubbles: number; x: number; y: number } | { kind: "snowball"; enemy: string } | { kind: "kill"; enemy: string; enemyKind: string; cause: string; x: number; y: number } | { kind: "collect"; player: number; item: string; value: number; x: number; y: number } | { kind: "powerup"; player: number; power: string } | { kind: "letter"; player: number; letter: string; index: number } | { kind: "extend"; player: number } | { kind: "extra-life"; player: number; lives: number } | { kind: "hurry" } | { kind: "chaser"; id: string; chaser: string } | { kind: "death"; player: number; cause: string } | { kind: "respawn"; player: number } | { kind: "all-in-one"; player: number; reward: "items" | "face" } | { kind: "boss-hit"; enemy: string; hp: number } | { kind: "boss-defeated"; enemy: string; bonus: number } | { kind: "element"; element: "water" | "fire" | "lightning"; x: number; y: number } | { kind: "game-over" } | { kind: "complete" }
```

Events from `drain()`.

### `CaptureGame`

```ts
interface CaptureGame
```

A running capture game.

- `readonly config: CaptureConfig` — The configuration (resolved).
- `readonly status: CaptureStatus` — Current status.
- `readonly round: number` — Current round (1-based).
- `readonly map: PlatformMap` — The live map, world, director and fields of the current round (rebuilt each round).
- `readonly world: WalkerWorld` — Walker world.
- `readonly enemies: EnemyDirector` — Enemy director.
- `readonly bubbles: BubbleField | null` — Bubble field (bubble mechanic) or null.
- `readonly snow: SnowField | null` — Snow field (snow mechanic) or null.
- `readonly elements: Elements` — Elemental effects.
- `control(player: number, input: Partial<CaptureInput>): void` — Set a player's input.
- `tick(seconds: number): number` — Advance by elapsed seconds (whole fixed steps of 1/60 s); returns the steps run.
- `step(): void` — One fixed step.
- `readonly state: CaptureState` — A fresh copy of the state for renderers.
- `drain(): CaptureEvent[]` — Events since the last drain.
- `configure(patch: CapturePatch): void` — Change rules while the game runs: bubble, snow, element and anger settings, scoring, timings, power-ups, letters, hurry, shots and the round list. The live fields of the current round are reconfigured at once (a round's trapped time and float speed are recomputed from the new rounds); everything applies to later rounds. Structural fields (mechanic, tile, legend, wrap, players, kinds, difficulty, seed) need a new game.
- `goToRound(n: number): void` — Jump to a round (1-based), keeping scores and lives.
- `reset(): void` — Start a new game from the configured start round.
- `snapshot(): CaptureSnapshot` — Serialisable state.
- `restore(s: CaptureSnapshot): void` — Restore a snapshot taken from a game with the same config.

### `CaptureHurry`

```ts
interface CaptureHurry
```

Time pressure: a hurry-up, then an invincible chaser (and optional extra chasers later).

- `after: number` — Seconds before the hurry-up (rounds may override).
- `chaserAfter: number` — Seconds after the hurry-up before the chaser (rounds may override).
- `chaser: ChaserSpec` — The chaser.
- `perPlayer: boolean` — One chaser per live player (Bubble Bobble) or one in all.
- `extra: { spec: ChaserSpec; after: number; every: number; max: number } | null` — Extra chasers released later (Snow Bros' slime ghosts).

### `CaptureInput`

```ts
interface CaptureInput
```

Player input for one step.

- `x: number` — -1 left .. 1 right.
- `y: number` — -1 up .. 1 down.
- `jump: boolean` — Jump held.
- `fire: boolean` — Fire (blow, throw, kick) held.

### `CaptureItems`

```ts
interface CaptureItems
```

Item timing and tables.

- `pointsAfter: number` — Seconds into a round when the points item appears (0: never).
- `specialAfter: number` — Seconds into a round when the special item appears.
- `pointsTable: { item: string; value: number }[]` — Points items (value by index). Empty: no points items.
- `pick?: (ctx: PointsPickContext) => number` — Which entry of `pointsTable` a round's points item is (Bubble Bobble's ROM rule is `bubbleBobblePointsPick`). Default a random entry.
- `specials: CaptureSpecialItem[]` — Counter-driven special items.

### `CaptureItemView`

```ts
interface CaptureItemView
```

A pickup or a flying corpse.

- `id: string` — Id.
- `item: string` — Item name.
- `kind: "corpse" | "fruit" | "points" | "special" | "diamond" | "drop" | "potion" | "money" | "letter" | "face"` — 'corpse' (a popped enemy flying), 'fruit', 'points', 'special', 'diamond', 'drop', 'potion', 'money', 'letter', 'face'.
- `enemyKind: string` — Enemy kind for corpses.
- `letter: string` — Letter for letters.
- `value: number` — Points.
- `x: number` — Centre x.
- `y: number` — Centre y.
- `age: number` — Seconds alive.
- `landed: boolean` — On the ground.
- `snapped: boolean` — Discontinuous move: snap.

### `CaptureLetters`

```ts
interface CaptureLetters
```

Bonus-word letters (EXTEND, SNOW).

- `word: string[]` — The word, one entry per letter position.
- `source: "bubbles" | "creatures"` — 'bubbles': letter bubbles float in on rounds with gaps (Bubble Bobble); 'creatures': a face item brings letter creatures (Snow Bros).
- `every: number` — Seconds after the previous letter bubble has gone (collected or expired) before the next one floats in.
- `max?: number` — Most letter bubbles on screen at once. Default 1.
- `creature?: string` — Creature kind for 'creatures'.
- `complete: "extend" | "life"` — Completing the word: an extra life and the round ends ('extend'), or just the life ('life').

### `CapturePatch`

```ts
type CapturePatch = Partial<Pick<CaptureConfig, "bubbles" | "snow" | "elements" | "scoring" | "items" | "powerups" | "letters" | "anger" | "hurry" | "timing" | "shots" | "rounds" | "loop" | "loopTo" | "invulnerable">> & { player?: Partial<CaptureConfig["player"]> }
```

The rules `configure` can change on a running game.

### `CapturePlayer`

```ts
interface CapturePlayer
```

Player rules.

- `profile: WalkerProfile` — Movement profile.
- `lives: number` — Starting lives.
- `start: { x: number; feet: number }[]` — Default start points (rounds may override).
- `fireEvery: number` — Seconds between shots.
- `autoFire: boolean` — Holding fire repeats.
- `push: number` — Walk speed multiplier while pushing a snowball.

### `CapturePlayerView`

```ts
interface CapturePlayerView
```

A player as read by renderers.

- `id: string` — Body id.
- `index: number` — Index (0, 1).
- `score: number` — Score.
- `lives: number` — Lives left (including the one in play).
- `inGame: boolean` — Still in the game.
- `dead: boolean` — Dead (death animation).
- `x: number` — Centre x.
- `y: number` — Centre y.
- `facing: -1 | 1` — Facing.
- `mode: WalkerMode` — Movement mode.
- `vx: number` — Velocity x.
- `vy: number` — Velocity y.
- `w: number` — Size.
- `h: number` — Size.
- `invulnerable: number` — Seconds of invulnerability left (blink).
- `carried: boolean` — Carried inside a snowball or riding water.
- `balloon: number` — Seconds as a balloon left.
- `sinceFire: number` — Seconds since the last shot (blow animation).
- `powers: string[]` — Power-ups held.
- `letters: boolean[]` — Letters collected.
- `pushing: boolean` — Pushing a snowball.
- `stunned: boolean` — Stunned (burnt).
- `snapped: boolean` — Discontinuous move this step: snap the sprite.

### `CapturePowerup`

```ts
interface CapturePowerup
```

Named power-up effects (sweets, shoes, potions). Multipliers apply until the player dies.

- `range?: number` — Bubble or snow range multiplier.
- `shotSpeed?: number` — Shot speed multiplier.
- `rapid?: number` — Fire interval multiplier (0.5: twice as fast).
- `run?: number` — Walk speed multiplier.
- `power?: number` — Snow units per hit multiplier.
- `balloon?: number` — Seconds as an invincible balloon that flies and kills what it touches (Snow Bros' green potion).

### `CaptureRound`

```ts
interface CaptureRound
```

One round (screen, floor) of a capture game.

- `name?: string` — Display name (e.g. 'ROUND 1', 'FLOOR 1').
- `rows: readonly string[]` — Map rows through the legend.
- `legend?: Readonly<Record<string, LegendEntry>>` — Legend override for this round.
- `currents?: readonly string[]` — Air currents ('^' '>' 'v' '<' '.') for bubbles; default everything up.
- `holes?: { top: number[]; bottom: number[] }` — Columns of the gaps in the ceiling and floor (where special and letter bubbles float in).
- `enemies: CaptureSpawn[]` — Enemies.
- `start?: { x: number; feet: number }[]` — Player start points (feet). Default: the config's.
- `hurry?: number` — Seconds before the hurry-up. Default: the config's.
- `chaser?: number` — Seconds after the hurry-up before the chaser appears. Default: the config's.
- `noHurry?: boolean` — No hurry-up and no chaser on this round, however long it lasts. Default false.
- `chaserSpeed?: number` — Chaser speed multiplier. Default 1.
- `enemySpeed?: number` — Enemy speed multiplier for this round. Default 1.
- `trapTime?: number` — Seconds a trapped enemy holds (bubbles) before the warning. Default: the bubble settings'.
- `floatSpeed?: number` — Bubble float speed. Default: the bubble settings'.
- `specials?: { water?: number; fire?: number; lightning?: number }` — Special bubbles that float in: rate per element (one every 60 / rate seconds).
- `items?: { points?: { x: number; feet: number }; special?: { x: number; feet: number } }` — Where the points item and the special item appear.
- `fruitOnClear?: boolean` — Turn leftover bubbles into fruit when the last enemy dies. Default false.
- `breath?: "lightning" | null` — Players blow lightning instead of bubbles this round (Bubble Bobble's final round).

### `CaptureScoring`

```ts
interface CaptureScoring
```

Scoring tables.

- `popChain: number[]` — Points for each enemy of a simultaneous pop, in order (Bubble Bobble 1000, 2000, 4000 ...).
- `corpseItems: { item: string; value: number }[]` — The fruit the k-th enemy of a pop turns into.
- `emptyPop: number` — An empty bubble popped (also a bubble blown into a wall).
- `specialPop: number` — A letter or special bubble popped.
- `snowHit: number` — A snow shot landing on an enemy.
- `rollChain: number[]` — Points for each enemy killed by one kicked snowball chain, in order.
- `diamonds: { water: number; fire: number; lightning: number; trapped: number | null }` — Diamond values for enemies killed by water, fire, lightning, and trapped enemies hit by lightning (null: a bolt passes trapped enemies by).
- `drops: { item: string; value: number; weight: number; powerup?: string }[]` — Items dropped by enemies killed by snowballs (weighted); an entry with `powerup` is a potion.
- `dropChance: number` — Chance that a snowball kill drops an item.
- `allInOne: { item: string; value: number; count: number; faceEvery: number } | null` — Clearing every enemy with one kick: items rain down (`faceEvery`-th time a face appears instead).
- `clearFruit: { digits: boolean; value: number } | null` — Leftover bubbles become fruit when the last enemy dies (on `fruitOnClear` rounds, or matching tens and hundreds digits).
- `touchKill: number` — Enemy touched by a balloon or a frozen enemy touched.
- `extraLives: number[]` — Score thresholds for extra lives, then one every `extraEvery` (0 none).
- `extraEvery: number` — Points between extra lives after the table.

### `CaptureSnapshot`

```ts
interface CaptureSnapshot
```

Serialisable session state.

- `core: string` — Session scalars, players, items and timers.
- `map: PlatformMapSnapshot` — Map.
- `world: WalkerWorldSnapshot` — Walker world.
- `enemies: EnemiesSnapshot` — Enemy director.
- `bubbles: BubblesSnapshot | null` — Bubbles.
- `snow: SnowSnapshot | null` — Snow.
- `elements: ElementsSnapshot` — Elements.
- `shots: { items: Projectile[]; seq: number }` — Projectiles.
- `chasers: { items: Chaser[]; seq: number }` — Chasers.

### `CaptureSpawn`

```ts
interface CaptureSpawn
```

An enemy placed in a round.

- `kind: string` — Kind name.
- `x: number` — Centre x.
- `feet: number` — Feet y.
- `delay?: number` — Seconds after the round starts before it drops in. Default 0.
- `facing?: -1 | 1` — Facing. Default: toward the screen centre.

### `CaptureSpecialItem`

```ts
interface CaptureSpecialItem
```

A special item earned by a counter reaching a threshold (per difficulty column).

- `item: string` — Item name (renderers draw it).
- `counter: CaptureCounter` — The counter.
- `at: [number, number, number, number]` — Thresholds for columns AA BB CC DD.
- `effect: CaptureEffect` — Effect when collected.
- `value: number` — Points when collected.

### `CaptureState`

```ts
interface CaptureState
```

The whole session state for renderers (a fresh copy per read).

- `status: CaptureStatus` — Status.
- `statusTime: number` — Seconds in the status.
- `round: number` — Round number (1-based).
- `roundName: string` — Round display name.
- `roundTime: number` — Seconds of play in this round (resets on a death).
- `hurry: boolean` — The hurry-up has sounded.
- `hurryTime: number` — Seconds since the hurry-up (banner).
- `players: CapturePlayerView[]` — Players.
- `enemies: CaptureEnemyView[]` — Enemies (not trapped in bubbles).
- `bubbles: Bubble[]` — Bubbles.
- `snow: SnowShot[]` — Snow shots.
- `shots: Projectile[]` — Enemy projectiles.
- `chasers: Chaser[]` — Chasers.
- `items: CaptureItemView[]` — Items and corpses.
- `water: WaterFlow[]` — Water flows.
- `fire: FireDrop[]` — Fires.
- `bolts: Bolt[]` — Lightning bolts.
- `freeze: number` — Seconds left of a freeze (heart).
- `shower: number` — Seconds left of a shower bonus (potion).
- `letterAllowance: number` — Letters offered this round (bubbles rule).
- `clearing: number` — Seconds until the round ends after the last enemy (-1: not clearing).
- `hiScore: number` — High score seen this session.
- `mapRevision: number` — Map revision (renderers redraw cells when it changes).

### `CaptureStatus`

```ts
type CaptureStatus = "ready" | "playing" | "dying" | "clear" | "extend" | "over" | "complete"
```

Session status.

### `CaptureTiming`

```ts
interface CaptureTiming
```

Timings in seconds.

- `ready: number` — Round intro before play.
- `dying: number` — Death freeze.
- `clear: number` — After the last enemy before the round ends (collecting fruit).
- `transition: number` — Round-to-round transition.
- `extend: number` — EXTEND celebration before the next round.
- `respawn: number` — Invulnerability after a respawn.
- `entry: number` — Seconds an enemy takes to drop into place.
- `corpseGhost: number` — Seconds a popped enemy flies through everything before it can land.

### `PointsPickContext`

```ts
interface PointsPickContext
```

What a points-item rule can see: the round, the players, how the previous round went, and the seeded stream.

- `round: number` — Round number, from 1.
- `players: number` — Players in the game.
- `previous: { time: number; hurry: boolean; chaser: boolean; umbrella: boolean }` — The previous round: seconds it took, whether the hurry-up came, whether a chaser came, whether it was skipped by an umbrella.
- `rng: Rng` — The session's seeded stream.

---

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