---
title: "Shooter enemy art: API"
package: "@phaser-ae/fps-enemy-art"
tier: Pro
version: 3.0.0-0
released: 2026-10-26
updated: 2026-10-26
description: "Ready-made enemy sprites for first-person shooters, in the gritty look of the 1990s classics: every enemy walks, turns, aims, fires, flinches and falls."
url: https://phaser.io/packs/fps-enemy-art/api
site: Phaser - https://phaser.io
---

# Shooter enemy art: API

`@phaser-ae/fps-enemy-art` — Ready-made enemy sprites in fourteen frames (four facings walking, aiming, firing, flinching, falling, dead) for the corridor and sector shooter sets.

## The pack

### `fpsEnemyArt`

```ts
function fpsEnemyArt(): Pack<{ enemyArt: EnemyArtApi }>
```

The fps-enemy-art pack: `game.enemyArt`, ready-made enemy sprites in fourteen frames for the four FPS preset sets,
matched to any enemy id. No options.

## Helpers

### `ENEMY_ART`

```ts
const ENEMY_ART: Readonly<Record<string, EnemyArtEntry>>
```

Every enemy's ten poses as 256-colour PNGs in base64, on frames of one size per enemy, by `set/id`.

### `ENEMY_FRAMES`

```ts
const ENEMY_FRAMES: { readonly walk: 0; readonly aim: 8; readonly fire: 9; readonly pain: 10; readonly fall: 11; readonly dead: 13; readonly count: 14; }
```

The fourteen frames of every painted enemy, as the shooters number them. Frames `walk` to `walk + 7` are four
facings of two walking steps, `walk + facing * 2 + step`, with facings as fps-enemies' `facing(…, 4)` gives them:
0 toward the eye, 1 its left side, 2 its back, 3 its right side. Then aiming, firing, a flinch, two falling frames
(`fall`, `fall + 1`) and the body (`dead`).

### `findEnemyArt`

```ts
function findEnemyArt(id: string, set?: string): string | null
```

The art an enemy id should wear; see `EnemyArtApi.find`.

## Types

### `EnemyArtApi`

```ts
interface EnemyArtApi
```

`game.enemyArt`.

- `readonly names: readonly string[]` — Every enemy's art, by `set/id`.
- `readonly sets: readonly string[]` — The sets: `classic` (Sector Assault, Facility), `modern` (Overdrive), `corridor` (Corridor Raid), `crypt` (Crypt Crawl).
- `find(id: string, set?: string): string | null` — The art an enemy id should wear: `set/id` as it is, the id in `set`, the id in any set, or a guess from its words (`'zombie-soldier'` the possessed trooper, `'guard-dog'` the hound, `'ghost'` the wraith). Null when nothing fits.
- `load(enemies: ReadonlyArray<string | { id: string; art?: string }>, options?: EnemyArtLoadOptions): Promise<Record<string, EnemyArtInfo>>` — Paint enemies into the atlas: each id (or `{ id, art }` to choose the art) gets its fourteen frames (`ENEMY_FRAMES`) at `prefix + id`. Ids with no art are left out. Async, because a browser decodes the pictures; headless, the frames exist with the right count and size but blank. Throws on an `art` that is not one, or a `res` outside 1 to 4.
- `draw(ctx: CanvasRenderingContext2D, info: EnemyArtInfo, frame: number, w: number, h: number): boolean` — Draw frame `frame` (`ENEMY_FRAMES`) of a loaded enemy into a 2D context, fitted into `w × h` with its shape kept, standing on the bottom edge: for a renderer that keeps textures of its own. False where nothing could be drawn (headless, or an enemy not loaded).

### `EnemyArtEntry`

```ts
interface EnemyArtEntry
```

One enemy's pictures, as the pack ships them.

- `readonly name: string` — What it is, in words.
- `readonly size: readonly [number, number]` — Each frame's size in pixels, `[width, height]`; every pose has the same, at one scale.
- `readonly front: readonly [number, number]` — The front pose's own drawn size in pixels, `[width, height]`: what its usual `height` measures.
- `readonly height: number` — Its usual height in world units, for a presenter's billboards.
- `readonly float: boolean` — It floats or flies: its standing poses are centred on the front's middle; dying and dead lie on the bottom edge.
- `readonly frames: Readonly<Record<EnemyPose, string>>` — The poses, each a 256-colour PNG in base64.

### `EnemyArtInfo`

```ts
interface EnemyArtInfo
```

An enemy as it was painted.

- `readonly id: string` — The enemy id it was painted for.
- `readonly art: string` — The art it wears, `set/id`.
- `readonly key: string` — The atlas key of its fourteen frames (`ENEMY_FRAMES`).
- `readonly width: number` — One frame's width in pixels.
- `readonly height: number` — One frame's height in pixels.
- `readonly units: number` — World units per frame pixel at its usual height: a billboard is `width × units` by `height × units`, standing where its feet are.
- `readonly size: number` — Its usual height in world units (the front pose's drawn height).
- `readonly front: readonly [number, number]` — The front pose's own drawn size in pixels, `[width, height]`: to stand it `h` world units tall, scale the frame by `h / front[1]` units a pixel.
- `readonly float: boolean` — It floats or flies: its standing poses are centred on the front's middle height; dying and dead lie on the bottom edge.

### `EnemyArtLoadOptions`

```ts
interface EnemyArtLoadOptions
```

Options for `load`.

- `set?: string` — The set to look in first: `'classic'`, `'modern'`, `'corridor'` or `'crypt'`. Default none (any set).
- `prefix?: string` — Atlas keys are this plus the enemy id. Default `'ea-'`.
- `res?: number` — Atlas pixels per frame pixel, 1 to 4: 2 keeps the pixels crisp when a billboard is magnified. Default 2.

### `EnemyPose`

```ts
type EnemyPose = 'front' | 'step' | 'side' | 'sidestep' | 'back' | 'aim' | 'fire' | 'pain' | 'dying' | 'dead'
```

An enemy's poses as the pack ships them: front, a walking step, its left side (facing the picture's left), a side step, its back, aiming, firing, flinching, dying and dead.

---

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