---
title: "Flight formation shooter: API"
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/api
site: Phaser - https://phaser.io
---

# Flight formation shooter: API

`@phaser-ae/flight-formation` — Formation-shooter rules: fly-in flight programs, a swaying formation, dives with escorts, tractor-beam capture and rescue, challenging stages, as in Galaga.

## The pack

### `flightFormation`

```ts
function flightFormation(): Pack<{ flightFormation: FlightFormationApi }>
```

Install the renderer-independent flight-formation rules (Galaga).

## Helpers

### `createGalaga`

```ts
function createGalaga(config: GalagaConfig)
```

Create an independent flight-formation game. No renderer or kernel clock is required.

### `galagaEntry`

```ts
function galagaEntry(slots: GalagaSlot[], size = 8, waveGap = 3): EntryWave[]
```

Entry groups for any slot list: groups of `size` in slot order, cycling the five arcade approaches.

### `galagaPreset`

```ts
function galagaPreset(o: GalagaPresetOptions = {}): GalagaConfig
```

Galaga (Namco, 1981) as data. Classic values: 224x288 screen; 4 Boss Galaga, 16 butterflies (Goei) and
20 bees (Zako) entering in five groups of eight; sway while arriving, then breathing; bees 50/100,
butterflies 80/160, bosses 150 in formation and 400/800/1600 diving with 0/1/2 escorts already shot,
a captured fighter 500/1000; bosses take two hits; tractor-beam capture and rescue into a dual fighter;
challenging stages 3, 7, 11... with 40 one-hit flyers, 100 per hit, 10,000 for all 40 and group
bonuses of 1,000-3,000; two missiles in flight; extra fighters at 20,000, 70,000 and every 70,000.
Flight programs are reference-style approximations, not ROM tables.

### `galagaPrograms`

```ts
function galagaPrograms(): Record<string, FlightProgram>
```

Flight programs of the classic preset. Dives are authored for the RIGHT half; the left half mirrors them.

### `galagaSlots`

```ts
function galagaSlots(rows: GalagaRow[])
```

Slots for centred rows on a grid as wide as the widest row.

### `ramp`

```ts
function ramp(r: Ramp, stage: number)
```

Evaluate a ramp at a 1-based stage.

## Classes

### `Galaga`

```ts
class Galaga
```

Owns a flight-formation game: entries, formation sway/breathing, dives, escorts, capture, rescue, challenging stages.

- `readonly config: GalagaConfig` — The validated definition (a private copy).
- `constructor(config: GalagaConfig)`
- `isChallenging(stage: number)` — Is this 1-based stage a challenging stage?
- `get state(): GalagaState` — A copy of the whole state.
- `slotPosition(slotId: string, offsetY = 0)` — Where a slot sits right now, including sway and breathing.
- `get beams()` — Active beams for drawing.
- `tick(seconds: number, input: GalagaInput = {})` — Advance by real seconds in fixed steps.
- `step(input: GalagaInput = {})` — Advance exactly one fixed step.
- `launchDive(id?: string): string | null` — Launch a dive now by the configured selection rules; returns the leader id or null.
- `drain()` — Take the events since the last drain.
- `snapshot()` — Serializable snapshot of the whole game.
- `restore(snap: ReturnType<Galaga["snapshot"]>)` — Restore a snapshot taken from the same configuration.
- `reset(stage = 1)` — New game from `stage` (default 1).

## Types

### `EntryWave`

```ts
interface EntryWave
```

One entry group: members leave from `start` along `program`, `gap` seconds apart (or in pairs).

- `members: string[]` — Slot ids (normal stages) or kind ids (challenging stages).
- `program: string` — Flight program the members fly.
- `start: { x: number; y: number }` — Where the first member appears.
- `heading: number` — Initial heading in degrees (0 right, 90 down).
- `mirror?: boolean` — Mirror the program (negated turns, heading reflected).
- `pairs?: "mirror" | "abreast"` — Members fly two abreast, the second mirrored about the screen centre (top entries) or offset.
- `gap: number` — Seconds between members (or pairs).
- `at: number` — Seconds after the stage's entry starts.

### `FlightEnd`

```ts
type FlightEnd = "formation" | "wrap" | "exit" | "beam"
```

How a program ends.

### `FlightFormationApi`

```ts
type FlightFormationApi = typeof galaga & typeof presets
```

`game.flightFormation`: the flight-formation rules owner, its preset and its builders.

### `FlightProgram`

```ts
interface FlightProgram
```

A named program and its ending.

- `steps: FlightStep[]` — Steps flown in order.
- `then: FlightEnd` — What the flyer does when the steps run out.

### `FlightStep`

```ts
interface FlightStep
```

One step of a flight program.

- `seconds: number` — Duration of the step.
- `turn?: number` — Degrees per second, positive = clockwise on screen. Negated when the program is mirrored.
- `speed?: number` — Multiplies the flight's base speed. Default 1.
- `aim?: number` — Steer toward the player at up to this many degrees per second.
- `untilY?: number` — End the step early once the flyer is at or below this y.
- `fire?: boolean` — Shots may be fired during this step (up to the dive's `perDive` budget, `gap` apart, within the fire band).

### `GalagaConfig`

```ts
interface GalagaConfig
```

Complete flight-formation definition; {@link galagaPreset } builds the arcade one.

- `width: number` — Playfield width in model pixels.
- `height: number` — Playfield height in model pixels.
- `hz: number` — Fixed simulation steps per second.
- `seed?: number` — Seed for selection, capture and entry-fire chances.
- `kinds: GalagaKind[]` — Enemy kinds.
- `formation: { slots: GalagaSlot[]; /** Grid width in columns (slot cols index into it). */ columns: number; centerX: number; /** Centre y of row 0. */ top: number; spacingX: number; spacingY: number; /** Side-to-side drift while the fleet is still arriving. */ sway: { amplitude: number; period: number }; /** Expansion and contraction once every enemy has arrived (fraction of spacing). */ breathe: { amount: number; period: number }; }` — Formation grid, slots and motion.
- `programs: Record<string, FlightProgram>` — Named flight programs for entries, dives, captures and challenging stages.
- `stages: { /** First challenging stage (null = none) and the interval after it. Original: 3 and 4. */ challengingFirst: number | null; challengingEvery: number; /** Entry waves for normal stages. */ entry: EntryWave[]; /** Challenging stage wave sets, cycled by challenging-stage index. */ challenging: EntryWave[][]; introSeconds: number; clearSeconds: number; resultSeconds: number; }` — Stage sequence: entries, challenging stages and their timings.
- `entrySpeed: Ramp` — Entry flight speed by stage (px/s).
- `attack: { speed: Ramp; /** Seconds between dive launches. */ interval: Ramp; /** Simultaneous dive groups. */ maxDivers: Ramp; /** Relative chance a dive picks each kind. */ weights: Record<string, number>; /** Once this few remain the attack quickens: half the interval and one more simultaneous dive. */ frenzyAtOrBelow: number; /** Dives start only after the whole fleet has arrived. */ afterEntry: boolean; /** Speed while flying home to a slot. */ homeSpeed: number; }` — Dive selection, timing and speed rules.
- `capture: { program: string; /** Chance a capture-capable kind's dive is a capture dive when a capture is allowed. */ chance: Ramp; beamWidth: number; /** Beam reach below the boss. */ beamLength: number; /** Opening, holding and closing seconds. */ beamOpen: number; beamHold: number; beamClose: number; pullSeconds: number; /** The captured ship's enemy kind (scored when shot). */ fighterKind: string; /** Program the hostile fighter dives with after its boss died in formation. */ hostileDive: string; } | null` — Tractor-beam capture rules, or null for none.
- `fire: { speed: Ramp; maxActive: number; /** Shots per dive. */ perDive: Ramp; /** Seconds between a diver's shots. */ gap: number; /** Only fire between these heights. */ minY: number; maxY: number; /** Largest angle from straight down. */ maxAngle: number; /** Chance an entering enemy fires once. */ entryChance: Ramp; width: number; height: number; }` — Enemy fire rules.
- `player: { y: number; width: number; height: number; speed: number; minX: number; maxX: number; lives: number; extraLives: number[]; /** After the last listed threshold, another every this many points (0 = none). */ extraEvery: number; /** Missiles in flight for a single fighter; a dual fighter fires pairs up to twice this. Original: 2. */ maxShots: number; shotSpeed: number; shotWidth: number; shotHeight: number; dualSpacing: number; requireRelease: boolean; deathSeconds: number; }` — Fighter movement, missiles, lives and extra lives.
- `challengeScoring: { perHit: number; perfect: number; /** Bonus for destroying a whole group, by challenging-stage index (last repeats). */ groupBonus: number[]; }` — Challenging-stage bonuses.

### `GalagaEnemy`

```ts
interface GalagaEnemy
```

One enemy (or captured fighter) with its flight state.

- `id: string` — Stable id (slot id in normal stages).
- `kind: string` — Kind id.
- `slot: string | null` — Formation slot, or null for challenging flyers.
- `slotOffsetY: number` — Extra formation offset (a hostile fighter sits above its old boss).
- `hp: number` — Remaining hits.
- `phase: GalagaPhase` — Current phase.
- `x: number` — Centre x.
- `y: number` — Centre y.
- `heading: number` — Heading in degrees (0 right, 90 down).
- `program: string` — Flight program being flown.
- `step: number` — Index of the current program step.
- `stepTime: number` — Seconds into the current step.
- `mirror: boolean` — Flying the mirrored program.
- `entering: boolean` — Flying an entry route (scores diving points, cannot be selected to attack).
- `diving: boolean` — Part of a dive: scores its diving value.
- `spawnAt: number` — Stage time at which it enters.
- `wave: number` — Entry group index (-1 for a captured fighter).
- `leader: string | null` — Boss this escort follows, if any.
- `offsetX: number` — Escort offset from its leader.
- `offsetY: number` — Escort offset from its leader.
- `escortsLaunched: number` — Escorts that left with this boss.
- `escortsKilled: number` — Of those, destroyed before this boss.
- `captive: string | null` — Id of a captured fighter riding with this enemy.
- `rider: string | null` — Rider/puller: the boss this fighter belongs to.
- `beamTime: number` — Seconds into the tractor beam.
- `fireLeft: number` — Shots still to fire on this flight.
- `fireClock: number` — Seconds until the next shot may fire.
- `animTime: number` — Seconds of the current pull/rescue animation.
- `exit: boolean` — While leaving: true = gone for good off screen, false = wrap back in from the top.
- `speed: number` — Base flight speed for this flight (px/s).

### `GalagaEvent`

```ts
type GalagaEvent = | { kind: "stage-start"; stage: number; challenging: boolean } | { kind: "player-fire"; x: number; y: number } | { kind: "enemy-hit"; id: string; enemy: string; x: number; y: number } | { kind: "enemy-killed"; id: string; enemy: string; score: number; x: number; y: number; diving: boolean } | { kind: "dive"; id: string; enemy: string; escorts: string[]; capture: boolean } | { kind: "beam"; id: string } | { kind: "captured"; boss: string; fighter: string } | { kind: "captive-hostile"; fighter: string } | { kind: "rescued"; fighter: string } | { kind: "player-hit"; x: number; y: number; dual: boolean } | { kind: "player-ready" } | { kind: "extra-life"; lives: number } | { kind: "group-bonus"; score: number; x: number; y: number } | { kind: "stage-clear"; stage: number } | { kind: "challenge-result"; hits: number; total: number; bonus: number; perfect: boolean } | { kind: "game-over" }
```

Ordered notifications for presentation: drain() them each frame.

### `GalagaInput`

```ts
interface GalagaInput
```

One step of player input.

- `move?: number` — -1 left, 0 still, +1 right.
- `fire?: boolean` — Fire held.

### `GalagaKind`

```ts
interface GalagaKind
```

An enemy type.

- `id: string` — Kind id referenced by slots, waves and weights.
- `formationScore: number` — Score when destroyed in formation, and while flying (entering, diving or returning).
- `divingScore: number` — Score when destroyed while flying.
- `escortScores?: number[]` — Diving score by number of its escorts destroyed earlier in the same dive (boss: 400/800/1600).
- `hp: number` — Hits to destroy (Boss Galaga: 2).
- `width: number` — Hit-box width.
- `height: number` — Hit-box height.
- `dives: string[]` — Dive program names; one is chosen per dive (seeded).
- `loopDives?: string[]` — Dive programs used from `loopFromStage` on (bees start looping).
- `loopFromStage?: number` — First stage that may use `loopDives`.
- `escorts?: { kind: string; max: number }` — Escort kind and count this kind takes on a dive (boss: two butterflies).
- `captures?: boolean` — This kind may carry out capture dives.

### `GalagaPhase`

```ts
type GalagaPhase = | "waiting" | "flying" | "leaving" | "homing" | "formation" | "beaming" | "pulled" | "riding" | "rescuing" | "dead" | "gone"
```

Where an enemy is in its life: waiting to enter, flying a program, leaving the screen, flying home, in formation, beaming, a captured ship being pulled up, riding its boss, a rescued ship descending, dead or gone.

### `GalagaPresetOptions`

```ts
interface GalagaPresetOptions
```

Options for {@link galagaPreset}.

- `rows?: GalagaRow[]` — Custom rows, top first (default: 4 bosses, 2x8 butterflies, 2x10 bees).
- `groupSize?: number` — Members per entry group for custom rows (default 8).
- `lives?: number` — Starting fighters, including the one in play (3 = classic).
- `capture?: boolean` — Boss tractor beams and captured-fighter rescue.
- `challengingFirst?: number | null` — First challenging stage (null for none) and the interval after it.
- `challengingEvery?: number` — Stages between challenging stages after the first (4 = classic).
- `aggression?: number` — Multiplies dive frequency and simultaneous divers (1 = classic).
- `maxShots?: number` — Simultaneous single-fighter missiles (2 = classic).
- `extraLives?: number[]` — Scores that award an extra fighter (classic 20,000 and 70,000).
- `extraEvery?: number` — After the listed scores, another fighter every this many points (classic 70,000; 0 = none).
- `seed?: number` — Seed for dive selection and capture chance.

### `GalagaRow`

```ts
interface GalagaRow
```

A formation row: `count` enemies of `kind`, centred on the grid.

- `kind: string` — Enemy kind id for every ship in the row.
- `count: number` — Ships in the row.

### `GalagaShot`

```ts
interface GalagaShot
```

A missile or enemy bullet.

- `id: number` — Stable id for drawing.
- `x: number` — Centre x.
- `y: number` — Top y for missiles, centre y for bullets.
- `vx: number` — Velocity x (px/s).
- `vy: number` — Velocity y (px/s).

### `GalagaSlot`

```ts
interface GalagaSlot
```

A formation slot on the grid.

- `id: string` — Unique slot id; also the enemy's id in normal stages.
- `kind: string` — Kind that fills the slot.
- `col: number` — Grid column (fractions allowed for centred rows).
- `row: number` — Grid row, 0 at the top.

### `GalagaState`

```ts
interface GalagaState
```

Serializable game state; read it through `state`.

- `time: number` — Seconds since the game began.
- `stage: number` — Stage number, from 1.
- `challenging: boolean` — This stage is a challenging stage.
- `challengeIndex: number` — Challenging stages begun so far, minus one.
- `status: GalagaStatus` — Game status.
- `statusTime: number` — Seconds in the current status.
- `stageTime: number` — Seconds of play in this stage.
- `score: number` — Score.
- `lives: number` — Fighters left, including the one in play.
- `extraAwarded: number` — Extra fighters awarded so far.
- `player: { x: number; alive: boolean; dual: boolean; deadTime: number; captured: boolean; pendingDual: boolean; }` — The fighter: x, alive, dual, death timer, captured and a rescue waiting for respawn.
- `enemies: GalagaEnemy[]` — Every enemy of the stage, and any captured fighter.
- `playerShots: GalagaShot[]` — Missiles in flight.
- `enemyShots: GalagaShot[]` — Enemy bullets in flight.
- `fireHeld: boolean` — Fire was held on the last step (release rule).
- `entryDone: boolean` — Every entering enemy has arrived or died.
- `breatheTime: number` — Seconds of breathing.
- `attackClock: number` — Seconds since the last dive launch.
- `side: number` — Side of the next dive (-1 left, 1 right).
- `hits: number` — Challenging-stage hits.
- `total: number` — Enemies in this stage.
- `groupHits: number[]` — Hits per entry group.
- `groupSizes: number[]` — Members per entry group.
- `lastBonus: number` — Last challenging-stage bonus.
- `perfect: boolean` — The last challenging stage was perfect.
- `nextId: number` — Next shot/captive id.
- `random: number[]` — The kernel generator's state (four words from `createRng`), advanced in place, so a snapshot carries the stream.

### `GalagaStatus`

```ts
type GalagaStatus = | "intro" | "playing" | "clear" | "result" | "game-over"
```

Stage intro banner, play, cleared, challenging-stage result, or game over.

### `Ramp`

```ts
interface Ramp
```

A value that changes with the stage: `base + perStage * (stage - 1)`, clamped to `min`/`max`.

- `base: number` — Value at stage 1.
- `perStage?: number` — Change per stage after the first.
- `min?: number` — Lower clamp.
- `max?: number` — Upper clamp.

---

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