---
title: "Corridor shooter enemies: API"
package: "@phaser-ae/fps-enemies"
tier: Pro
version: 3.0.0-0
released: 2026-10-24
updated: 2026-10-24
description: "Enemy AI for first-person corridor games: guards that stand or patrol, see and hear the player, chase through doors, aim, attack, flinch and fall."
url: https://phaser.io/packs/fps-enemies/api
site: Phaser - https://phaser.io
---

# Corridor shooter enemies: API

`@phaser-ae/fps-enemies` — Enemy AI for grid corridor shooters: standing guard, patrols, sight and hearing, chasing through doors, aiming, attacks, pain and death.

## The pack

### `fpsEnemies`

```ts
function fpsEnemies(): Pack<{ fpsEnemies: typeof kit; }>
```

Compose the first-person enemies under `game.fpsEnemies`.

## Helpers

### `createHorde`

```ts
function createHorde(config: HordeConfig, world: EnemyWorld): Horde
```

Make the enemies of a map, given its `EnemyWorld` (`map.enemyWorld()`). Throws, naming the field, on a config it cannot use.

## Classes

### `Horde`

```ts
class Horde
```

The enemies of a first-person game on any map that offers an `EnemyWorld` (`cell-dungeon`, `sector-map`): they
stand guard or patrol, see the player within their sight and field of view, react after a moment, hear shots
through open doors, chase along the map's routes opening doors on the way, aim and attack (a hitscan shot whose
chance falls with distance, a bite, or a projectile for the game to fly), flinch when hurt, turn on another kind
that hurts them, and fall with their drops, making their sounds as they go. Only a few aim at once. Time moves only
through `tick`. Get one from `createHorde`.

- `constructor(config: HordeConfig, world: EnemyWorld)`
- `get state(): HordeState` — A copy of the state.
- `list(): Enemy[]` — Every enemy, dead ones too (copies).
- `get alive(): number` — Enemies still standing.
- `def(id: string): EnemyDef | undefined` — An enemy kind's definition.
- `body(def: string): EnemyBody` — The body an enemy kind moves as. Throws for an unknown kind.
- `spawn(def: string, x: number, z: number, yaw = 0, mode: 'stand' | 'patrol' = 'stand', ambush = false): string` — Put an enemy of kind `def` at `x, z` facing `yaw`, standing or patrolling, on the floor there (a flyer above it). `ambush` leaves it deaf to shots until it sees the player or is hurt. Returns its id.
- `hear(x: number, z: number, radius: number): HordeEvent[]` — A noise at `x, z` heard `radius` units away through open space and open doors: every enemy in reach that is not deaf starts hunting.
- `hitTest(x: number, z: number, yaw: number, range: number, eye?: number, ignore?: string): { id: string; dist: number } | null` — The nearest live enemy a ray from `x, z` along `yaw` meets within `range` units before a wall: its id and the distance, or null. What a hitscan pellet hits. With the shooter's eye height `eye`, an enemy counts only when the shooter can see it (the shot aims up and down by itself, as the classic games did). `ignore` skips one enemy (the shooter, when an enemy fires).
- `hurt(id: string, damage: number, by?: string): HordeEvent[]` — Hurt an enemy: it may flinch, and it falls at 0 hit points with its drops. `by` is who did it: another enemy's id, or nothing for the player. Hurt by the player, it hunts the player; hurt by another kind (with infighting on), it turns on that one.
- `facing(id: string, x: number, z: number, frames = 8): number` — Which of `frames` (1 to 16, default 8) sprite angles shows enemy `id` from a viewer at `x, z`: frame 0 when it faces the viewer, counting round as it turns away to its right. For eight-angle billboards.
- `control(id: string, puppet: boolean): void` — Hand an enemy to something else, or take it back: a puppet keeps its hit points, pain, death and sounds, but the horde neither moves it nor attacks with it. `fps-bosses` drives its bosses this way.
- `place(id: string, x: number, z: number, yaw: number, y?: number): void` — Put a (puppet) enemy somewhere: position, facing, and feet height (default the floor there), counting the walk.
- `heal(id: string, hp: number): void` — Give an enemy back up to `hp` hit points, never above its kind's full health.
- `wake(id: string): HordeEvent[]` — Wake an enemy, as if it had seen the player.
- `tick(dt: number, player: EnemyTarget): HordeEvent[]` — Run every enemy on by `dt` seconds (0 to 1) against the player.
- `restore(state: HordeState): void` — Put back a saved state. Throws on one that names unknown kinds.

## Types

### `Enemy`

```ts
interface Enemy
```

One enemy.

- `id: string` — Unique id, `<def>-<n>`.
- `def: string` — Its kind.
- `x: number` — Position in world units.
- `z: number` — Position in world units.
- `y: number` — Height of its feet (a flyer's, in the air).
- `yaw: number` — The engine's yaw it faces.
- `hp: number` — Hit points left.
- `mode: EnemyMode` — What it is doing.
- `timer: number` — Seconds left in a timed mode (aim, pain) or before it reacts.
- `cooldown: number` — Seconds until it may attack again.
- `alerted: boolean` — Whether it knows where the player is.
- `react: number` — Seconds until it reacts to having seen the player, or −1 when it has not.
- `route: EnemyWaypoint[]` — The points it is walking to, next first.
- `replan: number` — Seconds until it plans its route again.
- `walked: number` — Distance walked, for the presenter's walk cycle.
- `target: string | null` — Who it is after: null for the player, or another enemy's id after that one hurt it.
- `noise: number` — Seconds until its next ambient sound.
- `deaf: boolean` — Placed in ambush: deaf to shots until it sees the player or is hurt.
- `puppet: boolean` — Driven by something else (a boss controller): the horde leaves its movement and attacks alone.

### `EnemyAttack`

```ts
interface EnemyAttack
```

How an enemy attacks.

- `kind: 'hitscan' | 'melee' | 'projectile'` — `'hitscan'` (a shot that hits or misses at once), `'melee'` (a bite or swing within reach) or `'projectile'` (something thrown that the game flies).
- `damage: [number, number]` — Damage, `[min, max]` whole numbers from 0 to 10000.
- `range: number` — Reach in world units, 0.5 to 128.
- `cooldown: [number, number]` — Seconds between attacks, `[min, max]` from 0.05 to 30.
- `accuracy?: number` — Hitscan: chance to hit at point blank, 0 to 1; default 0.8. It falls with distance to a third at full range.
- `windup?: number` — Seconds spent aiming before the attack lands, 0 to 5; default 0.3 (0.1 for melee).
- `projectile?: { speed: number; radius: number }` — Projectile: speed in units per second and radius in units.

### `EnemyBody`

```ts
interface EnemyBody
```

The body the world moves: its size and how it climbs.

- `radius: number` — Radius in world units.
- `height: number` — Height in world units.
- `step: number` — Highest step up, and deepest step down, it takes.
- `fly: boolean` — Whether it flies over steps and drops.

### `EnemyDef`

```ts
interface EnemyDef
```

A kind of enemy.

- `id: string` — Unique id.
- `hp: number` — Hit points, 1 to 100000.
- `speed: number` — Walking speed in units per second, 0 to 20.
- `chaseSpeed?: number` — Chasing speed; default `speed`.
- `radius?: number` — Body radius in units, 0.1 to 4; default 0.3.
- `height?: number` — Body height in units, 0.1 to 20; default 1.6. Its eye is at 85% of it; it needs this much headroom.
- `step?: number` — Highest step it walks up, and the deepest drop it will walk off, in units, 0 to 20; default 0.5.
- `fly?: number` — A flyer: how high above the floor it hovers, in units; it crosses steps and drops freely. Default none.
- `sight?: number` — How far it sees, in units, 0 to 256; default 24.
- `fov?: number` — Half-angle it sees across, radians, 0 to π; default π/2 (all round its front).
- `reaction?: [number, number]` — Seconds from first seeing the player to reacting, `[min, max]` from 0 to 10; default [0.2, 0.7].
- `attack: EnemyAttack` — Its attack.
- `pain?: number` — Chance of flinching when hurt and not killed, 0 to 1; default 0.5.
- `painTime?: number` — Seconds a flinch lasts, 0 to 5; default 0.35.
- `score?: number` — Points for killing it, 0 to 1000000; default 0.
- `drops?: string[]` — Things it leaves where it falls, by name; default none.
- `deaf?: boolean` — Deaf to shots (it still sees); default false.
- `sounds?: EnemySounds` — Its sounds, by name; default none.
- `ambient?: [number, number]` — Seconds between its `idle` and `active` sounds, `[min, max]` from 0.5 to 600; default [4, 10].

### `EnemyMode`

```ts
type EnemyMode = 'stand' | 'patrol' | 'chase' | 'aim' | 'pain' | 'dead'
```

What an enemy is doing.

### `EnemySounds`

```ts
interface EnemySounds
```

The sounds an enemy makes, by name, for the game to play where the enemy is (`HordeEvent` `sound`). Any may be left
out. `idle` and `active` repeat at the `ambient` interval: `idle` while it has not noticed the player, `active`
while it hunts.

- `see?: string` — When it notices the player (by sight, a shot heard or being hurt).
- `attack?: string` — When it attacks.
- `pain?: string` — When it flinches.
- `death?: string` — When it dies.
- `idle?: string` — Now and then while it waits, unaware.
- `active?: string` — Now and then while it hunts.

### `EnemyTarget`

```ts
interface EnemyTarget
```

The player, as the enemies see them.

- `x: number` — Position in world units.
- `z: number` — Position in world units.
- `y?: number` — Height of their feet, for line of sight over steps and through openings; default none (sight is flat).
- `height?: number` — Their height; default 1.6.
- `alive: boolean` — Whether there is anyone to attack.
- `moving?: boolean` — Whether they are moving (harder to hit); default false.

### `EnemyWaypoint`

```ts
interface EnemyWaypoint
```

A point on an enemy's way, and the door to open before going on, if any.

- `x: number` — Where, in world units.
- `z: number` — Where, in world units.
- `door?: string` — A door to open first, by the world's id for it.

### `EnemyWorld`

```ts
interface EnemyWorld
```

What enemies need of the map they live on. `cell-dungeon` and `sector-map` each give one (`map.enemyWorld()`);
any map that answers these can host a horde.

- `sees(ax: number, az: number, bx: number, bz: number, ay?: number, by?: number): boolean` — An unbroken line from a to b; with heights, through openings in 2.5D maps.
- `move(x: number, z: number, dx: number, dz: number, body: EnemyBody, y?: number): { x: number; z: number; y: number }` — Move a body by `dx, dz`, sliding along walls; where it ends up and the floor under it. `y` is its feet now.
- `route(fx: number, fz: number, tx: number, tz: number, body: EnemyBody): EnemyWaypoint[] | null` — The way from one point to another for this body, next point first, opening unlocked doors; null when there is none.
- `hearing(x: number, z: number, radius: number): (x: number, z: number) => boolean` — Who hears a noise at `x, z` that carries `radius` units through open space and open doors.
- `wallDistance(x: number, z: number, yaw: number, max: number, y?: number): number | null` — How far a flat ray goes before a wall or closed door, or null within `max`. `y` is its height, for 2.5D maps.
- `doorShut(door: string): boolean` — Whether a door on a route is still shut.
- `openDoor(door: string): boolean` — Start a door opening; true when it was shut and now opens.
- `floorAt(x: number, z: number): number` — The floor height at a point.
- `settle?(x: number, z: number): { x: number; z: number }` — Where a patroller that has just turned should stand: a cell map's cell centre. Default where it is.

### `HordeConfig`

```ts
interface HordeConfig
```

The enemies of one map.

- `defs: EnemyDef[]` — The kinds of enemy, 1 to 64.
- `maxAttackers?: number` — Most enemies aiming at once, 1 to 64; default 3.
- `damageScale?: number` — Multiplies every enemy's damage, 0 to 10; default 1.
- `infighting?: boolean` — An enemy hurt by another of a different kind turns on it; default true.
- `seed?: number` — Seed, 0 to 4294967295; default 1.

### `HordeEvent`

```ts
type HordeEvent = | { type: 'alerted'; id: string } | { type: 'aiming'; id: string } | { type: 'attack'; id: string; kind: 'hitscan' | 'melee'; hit: boolean; damage: number; target: string | null } | { type: 'projectile'; id: string; x: number; y: number; z: number; yaw: number; pitch: number; speed: number; radius: number; damage: number; target: string | null } | { type: 'pain'; id: string } | { type: 'died'; id: string; x: number; y: number; z: number; drops: string[]; score: number; by: string | null } | { type: 'door'; id: string; door: string; x: number; z: number } | { type: 'sound'; id: string; sound: string; x: number; y: number; z: number }
```

What the enemies did. `target` is null when the player is the target, else an enemy's id.

### `HordeState`

```ts
interface HordeState
```

Everything that changes; a save holds exactly this.

- `enemies: Enemy[]` — Every enemy, dead ones too.
- `serial: number` — Enemies spawned so far, for ids.
- `rng: number[]` — The random stream.

---

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