---
title: "Flight formation shooter"
package: "@phaser-ae/flight-formation"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "A fixed shooter whose enemies fly in along flight paths, sway in formation and peel off to dive with escorts, with tractor-beam captures, rescues and challenging stages."
url: https://phaser.io/packs/flight-formation
site: Phaser - https://phaser.io
---

# Flight formation shooter

A fixed shooter where enemies fly in, form up and dive: flight programs, a swaying formation, dives with escorts,
tractor-beam capture and rescue, and challenging stages. Everything is data, and a classic preset is the starting point
rather than the only game.

## What it does

Each stage spawns its entry waves. Groups fly in along flight programs, short lists of steps that turn, change speed,
aim at the player, run until a height or fire, and mirrored flights negate the turns so a pair sweeps in from both sides
at once. Each enemy ends at its slot in the formation. While anyone is still arriving the formation sways, and once all
are home it breathes in and out, and `slotPosition` gives any slot's live position for drawing.

After the entry, dives begin. At set intervals, while fewer than the allowed number of groups are out, a side is chosen
in turn and a kind by weight, and it dives along one of its programs, taking escorts from the row below. A program ends
by flying home, leaving the bottom and re-entering from the top, leaving for good, or stopping to lower a tractor beam.
When few enemies are left, the interval halves and one more group may dive. All of these values are ramps over the stage
number, so a game grows harder as it goes.

The capture rule is the heart of the genre. A boss on a capture dive lowers a beam that opens, holds and closes; a
fighter under it is pulled up and rides home above the boss, costing a life. Shoot that boss while it is away from the
formation and the ship returns as a dual fighter, firing twice the missiles with a target twice as wide. Shoot it while
it sits in formation and the captive turns hostile. Bosses take two hits, escorts shot in the same dive pay rising
bonuses, and challenging stages bring flyers that never fire and pay per hit, per perfect group and for a perfect stage.
It runs at a fixed step, draws nothing and replays the same for a seed and an input sequence.

## Features

- **Flight programs** — steps of turn, speed, aim, height and fire, mirrored for pairs, ending home, wrapping, exiting
  or lowering a beam.
- **A living formation** — slots that sway during the entry and breathe afterwards, with live positions to draw.
- **Weighted dives with escorts** — kinds chosen by weight, escorts from the row below, and a frenzy when few remain.
- **Tractor-beam capture and rescue** — a beam with its own geometry and timing, a captive that rides home, a dual
  fighter on rescue and a hostile ship if the boss is shot in formation.
- **Two-hit bosses and escort bonuses** — 400, 800 and 1,600 for escorts shot in the same dive.
- **Challenging stages** — their own wave sets, one-hit flyers that leave the screen, and per-hit, group and perfect
  bonuses.
- **Ramps** — dive intervals, limits and weights that change with the stage.
- **Builders** — `galagaSlots` and `galagaEntry` lay out a centred formation and entry groups for any rows.
- **Deterministic and headless** — fixed step, seeded, with snapshots and a `launchDive` for scripted moments.

## Good for

- **Classic formation shooters** in the style of Galaga, with capture, rescue and challenging stages.
- **Dive-bombing fixed shooters** in the style of Galaxian, with escorts and no beams.
- **Bigger or smaller racks** of your own shape, from a handful of ships to a wall of dozens.
- **A boss with escorts** inside a larger shooter, using the dive and escort rules alone.
- **Attract modes and tests**, since a seed and an input list always replay the same.

## Make it yours

`galagaPreset` takes the rows, group size, lives, whether capture is on, when challenging stages start and how often
they come, aggression, the most shots on screen, extra-life scores and the seed. Any field of the configuration can also
be replaced: kinds with their scores, hit points, sizes, dive programs, escorts and capture, the slots and formation
geometry, sway and breathing, the program library, entry and challenging waves, speeds and ramps, dive weights and
limits, beam geometry and timing, enemy fire, the fighter and the bonuses.

Two quite different games from one pack: the classic arrangement with tractor beams and a challenging stage every few
stages; and a lean 22-ship variant in groups of six with no beams and challenging stages every second stage. The same
rules also run a 66-ship wall flying in by groups of ten.

## A quick look

The classic preset, ticked with the player's input:

```ts
const ff = game.flightFormation;
const g = ff.createGalaga(ff.galagaPreset());
g.tick(dt, { move, fire });
for (const e of g.drain()) { /* stage-start, dive, beam, captured, rescued, enemy-killed, challenge-result ... */ }
g.slotPosition('boss-r0c3');                                 // live slot position (sway, breathing)
g.beams;                                                     // tractor beams to draw
```

## Works with

- `marching-fleet` — for a rack that marches and descends rather than diving.
- `wave-arena` and `scrolling-shooter` — for free-roaming or scrolling shooters.

## Good to know

- One player; two-player alternation, an attract-mode demo and sound are left to the presentation.
- The flight programs are approximations of the classic paths, not copies of the original tables; enemy morphing and
  rank-based difficulty are not modelled.
- A captured fighter does not carry over to a later stage, and a capture on the last fighter ends the game.
- Formations are limited to 10,000 slots.
- Snapshots hold the state but not the configuration, so restore into a game built from the same definition.

---

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