---
title: "Excavation: API"
package: "@phaser-ae/excavation"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Diggable terrain for real-time digging games: bodies tunnel through earth, others follow the tunnels or ghost through the dirt, and rocks fall when undermined."
url: https://phaser.io/packs/excavation/api
site: Phaser - https://phaser.io
---

# Excavation: API

`@phaser-ae/excavation` — Diggable terrain: bodies tunnel through earth, follow tunnels or ghost through it; rocks and apples fall when undermined; collectibles in the dirt.

## The pack

### `excavation`

```ts
function excavation(): Pack<{ excavation: ExcavationApi }>
```

Install the renderer-independent excavation API: diggable terrain, tunnelling bodies, falling objects.

## Helpers

### `createExcavation`

```ts
function createExcavation(config: ExcavationConfig): Excavation
```

Build a diggable-terrain field. Throws a readable error for an unsupported configuration.

### `EXCAVATION_LEGEND`

```ts
const EXCAVATION_LEGEND: Readonly<Record<string, Terrain>>
```

The default map legend.

## Classes

### `Excavation`

```ts
class Excavation
```

A field of diggable terrain. Create one with `createExcavation`. Fixed-step and deterministic: the same
config, the same inputs and the same `step` sequence produce the same state, and `snapshot`/`restore`
round-trip it exactly.

- `readonly cols: number` — Columns of cells.
- `readonly rows: number` — Rows of cells.
- `readonly subdivisions: number` — Sub-cells per cell edge.
- `readonly tunnelWidth: number` — Default carve width as a fraction of a cell.
- `readonly strata: readonly number[]` — Start rows of the strata, ascending.
- `readonly collectRadius: number` — Pickup radius in cells.
- `constructor(config: ExcavationConfig)`
- `inBounds(x: number, y: number): boolean` — Whether a cell lies inside the field.
- `terrainAt(x: number, y: number): Terrain | null` — The authored terrain of a cell (what it was built as; whether it is dug now is `isOpen`/`dugFraction`).
- `isBedrock(x: number, y: number): boolean` — Bedrock or outside the field: nothing can dig it.
- `stratum(row: number): number` — Index of the stratum (layer of earth) a row belongs to; -1 above the first stratum.
- `subcellDug(gx: number, gy: number): boolean` — Whether sub-cell (gx, gy) is dug. Sub-cells are numbered from the field's top-left, `subdivisions` per cell.
- `isDugAt(x: number, y: number): boolean` — Whether the point (x, y) in cell units lies in dug space. Outside the field is never dug.
- `dugFraction(x: number, y: number): number` — Fraction of a cell's sub-cells that are dug (0..1).
- `isOpen(x: number, y: number): boolean` — Whether a cell's centre is dug through: a body can stand in it and an object can fall into it.
- `connected(a: Cell, b: Cell): boolean` — Whether two orthogonally adjacent cells are joined by dug earth along the line between their centres.
- `openings(x: number, y: number): Direction[]` — Directions with a dug connection out of an open cell (ignores objects and bodies).
- `region(x: number, y: number): number` — Connectivity region of an open cell: two cells share a region when a body could walk between them along dug connections. -1 for a cell that is not open. Recomputed lazily after digging.
- `distances(target: Cell): Int32Array` — Tunnel distance in cells from every cell to `target` along dug connections (-1 where unreachable or not open). Cached until the terrain changes.
- `tunnelDistance(from: Cell, to: Cell): number` — Tunnel distance between two cells, or -1 when one cannot walk from `from` to `to`.
- `route(from: Cell, to: Cell): Direction | null` — The first step along the shortest dug route from `from` to `to`, or null when there is none.
- `nearestOpen(p: Cell, maxRadius = Math.max(this.cols, this.rows)): Cell | null` — The nearest open cell to a point (by grid distance, ties in scan order), or null when nothing is dug.
- `carve(x0: number, y0: number, x1: number, y1: number): number` — Dig every sub-cell whose centre lies in the rectangle [x0, x1] x [y0, y1] (cell units), except in bedrock. Returns how many sub-cells were newly dug.
- `digCell(x: number, y: number): number` — Dig a whole cell (every sub-cell). Returns how many sub-cells were newly dug.
- `digTunnel(from: Cell, to: Cell, width = this.tunnelWidth): number` — Dig a straight tunnel between two cell centres with a given width (default `tunnelWidth`).
- `fill(x0: number, y0: number, x1: number, y1: number): number` — Refill the rectangle with earth (a hole closing up). Bedrock and sky cells are left alone. Returns sub-cells filled.
- `takeChanges(): Cell[]` — Cells whose dug sub-cells changed since the last call (for a renderer redrawing only what changed).
- `addBody(spec: BodySpec): BodyState` — Add a body. Digging bodies dig out the cell they start in.
- `removeBody(id: string): void` — Remove a body (it died, escaped or left).
- `body(id: string): BodyState | undefined` — A copy of one body's state, or undefined.
- `get bodies(): BodyState[]` — Copies of every body, in update order.
- `steer(id: string, direction: Direction | null): void` — Steer a held body: a direction moves it (cornering when the turn opens), null stops it.
- `want(id: string, direction: Direction): void` — Ask an auto body to take a direction at its next opportunity (overrides one decision).
- `setSpeed(id: string, speed: number): void` — Change speed (cells per second).
- `setFrozen(id: string, frozen: boolean): void` — Freeze or release a body (a frozen body does not move).
- `setBlocking(id: string, blocking: boolean): void` — Make a body block (or stop blocking) other grid bodies.
- `setFlags(id: string, flags: { collects?: boolean; pushes?: boolean; crushable?: boolean; control?: "held" | "auto"; digFactor?: number }): void` — Set the remaining behaviour flags of a body.
- `setMode(id: string, mode: BodyState["mode"], ghost?: { target: Cell; policy?: GhostPolicy }): void` — Change how a body moves. Entering `ghost` needs a target (updated later with `ghostTarget`); it lands by itself under `policy` and becomes `tunnel` again. Leaving ghost mode directly snaps it to its nearest cell.
- `ghostTarget(id: string, target: Cell): void` — Move a ghost's target (a ghost chasing a moving player).
- `place(id: string, at: Cell, direction?: Direction): void` — Put a body on a cell centre (a respawn): clears ghost, caught, crushed, frozen and steering.
- `exits(id: string): Direction[]` — Directions a body could move from its nearest cell right now: dug connections for tunnel bodies, any diggable neighbour for diggers, never into bedrock, objects it cannot push or blocking bodies.
- `addObject(spec: { id: string; kind: string; at: Cell }, ids = new Set(this.objectList.map((o) => o.id))): ObjectState` — Add a loose object at runtime (an apple a monster turned into).
- `removeObject(id: string): void` — Remove a loose object (eaten by a monster).
- `get objects(): ObjectState[]` — Copies of every loose object (gone ones are removed).
- `addItem(spec: { id: string; kind: string; at: Cell; group?: string }, ids = new Set(this.itemList.map((i) => i.id))): ItemState` — Add a collectible at runtime (a bonus vegetable).
- `removeItem(id: string): void` — Remove a collectible without collecting it (a bonus timing out, a monster eating it).
- `get items(): ItemState[]` — Copies of the collectibles still in the field.
- `objectIn(x: number, y: number): ObjectState | undefined` — The object resting (or wobbling, or crumbling) in a cell; falling objects are not in a cell.
- `step(dt: number, options: StepOptions = {}): void` — Advance the field by `dt` seconds: bodies (in order), pushes, pickups, then loose objects.
- `get time(): number` — Simulated seconds.
- `drain(): ExcavationEvent[]` — Take the events since the last drain.
- `snapshot(): ExcavationSnapshot` — A complete serializable copy of the field's mutable state.
- `restore(snap: ExcavationSnapshot): void` — Restore a snapshot taken from a field built from the same config.

## Types

### `BodyControl`

```ts
type BodyControl = "held" | "auto"
```

Who drives a grid body. `held`: it moves only while steered (a player's held stick) and corners when the
wanted turn opens. `auto`: it always moves at its speed and chooses a direction at every cell centre (the
`decide` hook of `step`, or a seeded wander).

### `BodyMode`

```ts
type BodyMode = "dig" | "tunnel" | "ghost" | "fixed"
```

How a body moves. `dig`: on the grid, carving earth as it goes (only bedrock, objects and blocking bodies stop
it). `tunnel`: on the grid, only along dug connections between cells. `ghost`: freely through anything,
towards a target, until it lands in an open cell (then it becomes `tunnel` again). `fixed`: does not move.

### `BodySpec`

```ts
interface BodySpec
```

A body to add to the field.

- `id: string` — Unique id.
- `kind?: string` — Free-form kind for the game ("player", "pooka" ...). Default "body".
- `at: Cell` — Start cell (its centre).
- `direction?: Direction` — Initial heading. Default "left".
- `mode?: BodyMode` — Movement mode. Default "tunnel".
- `control?: BodyControl` — Steering. Default "auto".
- `speed: number` — Speed in cells per second.
- `digFactor?: number` — Speed multiplier while carving fresh earth (dig mode). Default 1.
- `carveWidth?: number` — Width of the tunnel it carves, as a fraction of a cell. Default: the field's `tunnelWidth`.
- `turnBefore?: number` — Cornering window before a cell centre, in cells (0 <= w < 0.5): a perpendicular turn wanted this far short of a turn line is taken at once, sliding onto the line. Default 0 (turns only exactly on a centre, as the arcade enemies do). A player usually wants about 0.4 so a turn pressed a little early is never deferred.
- `turnAfter?: number` — Cornering window after a cell centre, in cells (0 <= w < 0.5): a turn wanted just past a line is taken there, sliding back onto it, rather than a whole cell later. Default 0.
- `collects?: boolean` — Picks up collectibles it passes. Default false.
- `pushes?: boolean` — Pushes pushable objects along tunnels when walking into them sideways. Default false.
- `crushable?: boolean` — Can be caught and crushed by falling objects. Default true.
- `blocking?: boolean` — Blocks other grid bodies from entering its cell. Default false.

### `BodyState`

```ts
interface BodyState
```

Serializable state of one body.

- `id: string` — Unique id.
- `kind: string` — Free-form kind.
- `mode: BodyMode` — Movement mode.
- `control: BodyControl` — Steering.
- `x: number` — Position in cell units (centre).
- `y: number` — Position in cell units (centre).
- `direction: Direction` — Heading (the last grid direction it moved or wants).
- `moving: boolean` — Whether it moved during the last step.
- `speed: number` — Speed in cells per second.
- `digFactor: number` — Speed multiplier while carving fresh earth.
- `carveWidth: number` — Carve width as a fraction of a cell.
- `turnBefore: number` — Cornering window before a centre, in cells.
- `turnAfter: number` — Cornering window after a centre, in cells.
- `steer: Direction | null` — The held direction (held control) or null.
- `frozen: boolean` — Frozen bodies do not move (stunned, inflated, caught).
- `blocking: boolean` — Blocks other grid bodies.
- `collects: boolean` — Collects items.
- `pushes: boolean` — Pushes objects.
- `crushable: boolean` — Can be crushed.
- `digging: boolean` — Whether it carved fresh earth during the last step.
- `caughtBy: string | null` — Id of the falling object carrying it, or null.
- `crushed: boolean` — Set once an object has landed on it.
- `ghost: GhostState | null` — Ghost state while in ghost mode.
- `walker: GridWalkerState` — The grid walker's state (grid modes).

### `Cell`

```ts
interface Cell
```

A cell, or a point in cell units.

- `x: number` — Column (or x in cell units).
- `y: number` — Row (or y in cell units), 0 at the top.

### `DecideContext`

```ts
interface DecideContext
```

Context passed to a `decide` hook at a cell centre.

- `body: BodyState` — The body deciding (a copy).
- `at: Cell` — The cell it is centred on.
- `exits: Direction[]` — Directions it can move from here (for tunnel bodies: dug connections; for diggers: any non-blocked cell).

### `Direction`

```ts
type Direction = "up" | "left" | "down" | "right"
```

One of the four grid directions.

### `ExcavationApi`

```ts
type ExcavationApi = typeof api
```

`game.excavation`: the diggable-terrain field (`createExcavation`), its legend and types.

### `ExcavationConfig`

```ts
interface ExcavationConfig
```

Everything a field is built from.

- `map: string[]` — The terrain, one string per row, all the same length. Default legend: `#` earth, space or `.` tunnel, `~` sky, `=` bedrock. Any number of columns and rows (up to the documented cell budget).
- `legend?: Record<string, Terrain>` — Extra or replacement map characters.
- `subdivisions?: number` — Sub-cells per cell edge (2..16). Default 4. Higher is a finer dig.
- `tunnelWidth?: number` — Width a digging body carves, as a fraction of a cell (0 < w <= 1). Below 1, parallel tunnels keep a wall between them. Default 0.75.
- `strata?: number[]` — Start row of each stratum (layer of earth), ascending. Default: one stratum from row 0.
- `tunnels?: TunnelSpec[]` — Straight tunnels carved at start (as a body would dig them).
- `objectKinds?: Record<string, LooseObjectKind>` — Loose object kinds.
- `objects?: ObjectSpec[]` — Loose objects.
- `items?: ItemSpec[]` — Collectibles.
- `collectRadius?: number` — Radius in cells within which a collecting body picks an item up. Default 0.45.
- `seed?: number` — Seed for the default wander policy. Default 1.

### `ExcavationEvent`

```ts
type ExcavationEvent = | { kind: "dig"; id: string; cell: Cell; subcells: number; distance: number } | { kind: "collect"; item: string; itemKind: string; group: string; by: string; at: Cell } | { kind: "loosen"; object: string; at: Cell } | { kind: "fall"; object: string; at: Cell } | { kind: "catch"; object: string; body: string } | { kind: "land"; object: string; at: Cell; fell: number; broken: boolean; caught: string[] } | { kind: "remove"; object: string } | { kind: "push"; object: string; by: string } | { kind: "ghost"; id: string } | { kind: "materialise"; id: string; at: Cell }
```

Something that happened during a step. Drain them with `drain()`.

### `ExcavationSnapshot`

```ts
interface ExcavationSnapshot
```

A complete serializable snapshot of a field.

- `dug: string` — Dug sub-cells, packed bits as hex.
- `bodies: BodyState[]` — Bodies in update order.
- `objects: ObjectState[]` — Loose objects.
- `items: ItemState[]` — Collectibles still in the field.
- `random: RngState` — The wander stream: the kernel generator's state (four words, from `rng.snapshot()`), so a restore repeats the draws.
- `time: number` — Simulated seconds.

### `GhostPolicy`

```ts
interface GhostPolicy
```

Where a ghost may land.

- `minSeconds?: number` — Minimum seconds as a ghost before it may land. Default 0.5.
- `maxSeconds?: number` — After this many seconds any open cell will do. Default: never relax.
- `landing?: "any" | "other-region" | "target-region"` — `any`: any open cell. `other-region`: an open cell not connected to the tunnel it left. `target-region`: an open cell connected to the target's cell. Default `other-region`.
- `row?: number` — Only land on this row (an escape to the surface).
- `keepAway?: number` — Never land within this many cells of the target (eyes do not reappear on top of the player). Default 0.

### `GhostState`

```ts
interface GhostState
```

Ghost state of a body in `ghost` mode.

- `target: Cell` — The point it floats towards.
- `elapsed: number` — Seconds spent as a ghost.
- `policy: GhostPolicy` — The landing policy.
- `origin: number` — Connectivity region of the tunnel it left (-1 when it left from earth).
- `landing: Cell | null` — The open cell it is settling into, once chosen.

### `ItemSpec`

```ts
interface ItemSpec
```

A collectible embedded in the earth (or lying in a tunnel).

- `id: string` — Unique id.
- `kind: string` — Free-form kind ("cherry", "gold", "vegetable").
- `at: Cell` — Cell it sits in.
- `group?: string` — Optional group id (a Mr. Do! cherry cluster).

### `ItemState`

```ts
interface ItemState
```

Serializable state of one collectible.

- `id: string` — Unique id.
- `kind: string` — Free-form kind.
- `x: number` — Cell it sits in.
- `y: number` — Cell it sits in.
- `group: string` — Group id or "".

### `LooseObjectKind`

```ts
interface LooseObjectKind
```

Behaviour of one kind of loose object (a rock, an apple, a boulder).

- `wobbleSeconds?: number` — Seconds it wobbles after losing support before it falls. Default 0.5.
- `fallSpeed?: number` — Fall speed in cells per second. Default 6.
- `heldBy?: string[]` — Body kinds that hold it up: while one of them stands directly beneath it (the digger who undermined it), it does not start to wobble. Default none.
- `breakAfter?: number` — Cells fallen at which landing breaks it. 0 always breaks (a Dig Dug rock crumbles wherever it lands); 2 breaks after falling more than its own height (a Mr. Do! apple); a negative value never breaks. Default 0.
- `crumbleSeconds?: number` — Seconds a broken object stays (crumbling) before it is removed. Default 0.6.
- `pushable?: boolean` — Bodies that push can shove it sideways along tunnels. Default false.
- `catchWidth?: number` — Half-width of the catch zone in cells: bodies whose centre is closer than this horizontally are caught. Default 0.6.

### `ObjectPhase`

```ts
type ObjectPhase = "rest" | "loose" | "falling" | "landed" | "gone"
```

Lifecycle of a loose object.

### `ObjectSpec`

```ts
interface ObjectSpec
```

A loose object to place.

- `id: string` — Unique id.
- `kind: string` — Kind key into `objectKinds`.
- `at: Cell` — Cell it rests in.

### `ObjectState`

```ts
interface ObjectState
```

Serializable state of one loose object.

- `id: string` — Unique id.
- `kind: string` — Kind key.
- `x: number` — Centre in cell units.
- `y: number` — Centre in cell units.
- `phase: ObjectPhase` — Lifecycle.
- `timer: number` — Seconds left in the current phase (wobble or crumble).
- `fromY: number` — The y where the current fall began.
- `fell: number` — Cells fallen in the last fall.
- `caught: string[]` — Bodies caught by the current fall.
- `broken: boolean` — Whether it broke on landing.
- `pushedBy: string | null` — Id of the body pushing it during the last step, or null.

### `StepOptions`

```ts
interface StepOptions
```

Options for one step.

- `decide?: (ctx: DecideContext) => Direction | null` — Chooses the heading of an `auto` body at each cell centre. Return a direction from `exits`, or null to let the field's seeded wander choose. Called in body order; deterministic if the hook is.

### `Terrain`

```ts
type Terrain = "earth" | "tunnel" | "sky" | "bedrock"
```

What a map character means. `earth` is diggable and starts solid. `tunnel` starts dug the way a body digs
(walls left between parallel tunnels) and joins every orthogonal `tunnel`/`sky` neighbour. `sky` starts
completely clear (a surface row). `bedrock` is solid and can never be dug.

### `TunnelSpec`

```ts
interface TunnelSpec
```

A pre-dug straight tunnel between two cells in the same row or column.

- `from: Cell` — One end.
- `to: Cell` — The other end.

---

## 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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- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
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- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
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