---
title: "Lane crossing to home bays: API"
package: "@phaser-ae/frogger"
tier: Pro
version: 3.0.0-5
released: 2026-10-14
updated: 2026-10-20
description: "Complete rules for a lane-crossing game on a board you describe: rows of traffic and river, platforms that carry and dive, and home bays to fill, every board certified crossable."
url: https://phaser.io/packs/frogger/api
site: Phaser - https://phaser.io
---

# Lane crossing to home bays: API

`@phaser-ae/frogger` — Lane-crossing rules where you set the rows, lane order, directions, speeds, platforms, divers, bays and rules, every board certified completable, as in Frogger.

## The pack

### `frogger`

```ts
function frogger():Pack<{frogger:typeof rules}>
```

Lane-crossing rules over lane-control for any board: rows, lanes, platforms, bays and rule options are configurable; the classic arcade board is the default preset.

## Functions

### `createFrogger`

```ts
function createFrogger(definition: FroggerDefinition): FroggerGame
```

A replayable crossing over a validated definition: hops, time, next-level, undo/redo and validated saves.

### `froggerBonuses`

```ts
function froggerBonuses(s: Pick<FroggerState, 'course' | 'time' | 'homes' | 'ladyTaken' | 'frog'>): { fly: number | null; flyKind: string | null; croc: number | null; lady: FroggerObject | null; }
```

The bay holding the bonus insect (and which kind), the bay holding a threat, and the escort piece while she can be picked up.

### `froggerDefinition`

```ts
function froggerDefinition(input: FroggerOptions, attempt = 0): FroggerDefinition
```

Lay out and validate one candidate course (attempt 0–7 varies the seeded formation). Throws naming the bad option, row or lane.

### `froggerHint`

```ts
function froggerHint(g: Pick<FroggerGame, 'state'>): { action: FroggerAction | null; reason: string; }
```

One safe action from the current state, or why none was found. Never changes the game.

### `froggerObjects`

```ts
function froggerObjects(s: Pick<FroggerState, 'course' | 'time'>): FroggerObject[]
```

Derived objects and timed bonuses use the exact same lane samples as collision and carrying.

### `generateFrogger`

```ts
function generateFrogger(o: FroggerOptions): { definition: FroggerDefinition; certificate: FroggerAction[]; complexity: { traffic: string[]; river: string[]; divers: string[]; hazards: string[]; homeOrder: number[]; }; timing: { tickMs: number; hopMs: number; turtleSurfaceMs: number; turtleWarningMs: number; turtleSubmergedMs: number; turtleRisingMs: number; provenance: string; }; }
```

Generate a course and its completion certificate: up to eight seeded formations are tried, and the winner is replayed independently through every bay without losing a frog. Throws naming the row that blocked every route.

### `layoutFrogger`

```ts
function layoutFrogger(o:{seed:number;difficulty:'easy'|'medium'|'hard';level:number;turtleSurface:number;turtleUnderwater:number;board:FroggerBoard;rules:FroggerRules},attempt:number):FroggerLayout
```

Lay a validated board out as concrete lanes. Every seeded choice is drawn in a fixed order: per row lane its count, then each piece's kind and length, its spacing weights, offset and first diver; then level swaps, overlay lanes and the escort piece.

### `planFroggerHome`

```ts
function planFroggerHome(game: Pick<FroggerGame, 'state'>, budget = 50000): FroggerAction[]
```

Bounded predictive search from the actual state; candidate hops simulate every collision tick. Throws a `FroggerSearchError` when no route is found.

### `resolveFroggerRules`

```ts
function resolveFroggerRules(input:FroggerRulesInput={},base:FroggerRulesInput={}):FroggerRules
```

Merge rule overrides over the classic defaults and check every range. Throws naming the bad rule.

### `solveFrogger`

```ts
function solveFrogger(d: FroggerDefinition): FroggerAction[]
```

Fill every bay, then independently replay the exact timed commands.

### `validateFrogger`

```ts
function validateFrogger(d: FroggerDefinition): void
```

Check a complete definition, including any edited by hand. Throws on the first problem.

### `validateFroggerBoard`

```ts
function validateFroggerBoard(board:FroggerBoard):void
```

Check a board design. Throws a message naming the row, lane or field at fault.

### `validateFroggerRules`

```ts
function validateFroggerRules(r:FroggerRules):void
```

Check a complete rules object. Throws naming the bad rule.

## Constants

### `froggerDefaultRules`

```ts
const froggerDefaultRules: FroggerRules
```

Classic arcade rules.

### `froggerKind`

```ts
const froggerKind = (kinds:Record<string,FroggerKind>,kind:string):FroggerKind|undefined=> …
```

Look up a kind's behaviour without inheriting object prototype names.

### `froggerPresets`

```ts
const froggerPresets: Record<'classic'|'curb-hopper',FroggerPreset>
```

Ready-made designs: `classic` (the default board and rules) and `curb-hopper`. Pass one as `preset`, or copy and edit its board.

## Types

### `Direction`

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

A one-cell hop.

### `Frog`

```ts
type Frog = { … }
```

The frog: centre `x` in cells, `row` (fractional mid-hop), `ride` the speed it is being carried at, `queued` a buffered hop.

- `x: number`
- `row: number`
- `facing: Direction`
- `hop: FrogHop | null`
- `escort: boolean`
- `ride: number`
- `queued: Direction | null`

### `FroggerAction`

```ts
type FroggerAction = Advance | { kind: 'hop'; direction: Direction; } | { kind: 'next-level'; }
```

Commands: advance time, hop, or move on after a completed level.

### `FroggerBoard`

```ts
type FroggerBoard = { … }
```

The playfield: any number of rows from start to home, each lane's direction, speed, pieces, gaps and divers, the bays, and timed bonuses. Plain JSON.

- `name?:string` — Presenter name for the board (`classic`, `curb-hopper`).
- `width:number` — Field width in cells, 4–64. Positions are piece left edges and frog centres in cells; hops are one cell.
- `start?:number` — Frog start centre in cells; default the middle (`width / 2`).
- `rows:FroggerRow[]` — 3–30 rows, bottom to top: row 0 must be `safe` (the start) and the top row must be `home`.
- `kinds?:Record<string,FroggerKind>` — Behaviour of particular piece kinds (turtle parts, crocodile jaws, rideable otters).
- `hazards?:FroggerOverlay[]` — Overlay hazard lanes, gated by level.
- `fly?:{kinds?:string[];period:number;active:number}|null` — A bonus insect that sits in a random empty bay for `active` of every `period` seconds; kinds take turns. Absent: none.
- `homeCroc?:{kind?:string;from?:number;period:number;active:number}|null` — A threat that occupies a random empty bay for the last `active` of every `period` seconds, from level `from` (default 1). Needs `rules.hazards`.
- `lady?:{lane:string;kind?:string;period:number;active:number}|null` — An escort (the lady frog) riding one piece of a river lane for `active` of every `period` seconds; land on her and bring her home.
- `messages?:Partial<Record<FroggerCause,string>>` — Death message overrides by cause.

### `FroggerCause`

```ts
type FroggerCause='vehicle'|'water'|'dive'|'drift'|'miss'|'occupied'|'threat'|'bite'|'hazard'|'timeout'
```

Why a frog was lost: a vehicle; open water; a support that dived; carried or hopped off the side; the bank between bays; an occupied bay; a bay threat; a mouth; a hazard; the timer.

### `FroggerDefinition`

```ts
type FroggerDefinition = { … }
```

A concrete, validated course: the board laid out as lane-control lanes, with every timing in milliseconds.

- `attempt: number` — Layout attempt 0–7 that certified.
- `options: FroggerSettings` — Settings that regenerate this course.
- `rows: { kind: FroggerRow['kind']; name: string; edges: FroggerEdges; }[]` — Row kinds, names and edge policy, bottom (start) to top (home).
- `field: LaneField` — Wrapping lanes.
- `road: { row: number; lane: string; }[]` — Vehicle lanes by row.
- `river: { row: number; lane: string; }[]` — Platform lanes by row.
- `hazards: { row: number; lane: string; }[]` — Overlay hazard lanes by row.
- `kinds: Record<string, FroggerKind>` — Piece kind behaviour.
- `homes: number[]` — Bay centres in cells.
- `between: string` — Presenter name for the bank between bays.
- `start: number` — Frog start centre in cells.
- `hopMs: number` — Hop milliseconds.
- `radius: number` — Frog half-width in cells.
- `fly: { kinds: string[]; period: number; active: number; } | null` — Bay bonus insect, milliseconds; null for none.
- `homeCroc: { kind: string; period: number; active: number; } | null` — Bay threat, milliseconds; null when off or below its level.
- `lady: { lane: string; item: string; kind: string; period: number; active: number; } | null` — Escort piece, milliseconds; null for none.
- `messages: Record<FroggerCause, string>` — Death messages by cause; empty derives the text from the piece kind.

### `FroggerDive`

```ts
type FroggerDive = { … }
```

A diving cycle in seconds. Missing values come from the `turtleSurface`/`turtleUnderwater` options and the .75 s warning and .35 s rising defaults.

- `surface?:number` — Seconds surfaced and safe; default the `turtleSurface` option (5).
- `warning?:number` — Seconds of visible warning, still safe; default .75.
- `submerged?:number` — Seconds under water, giving no support (for a `jaws` kind: mouth open); default the `turtleUnderwater` option (1.1).
- `rising?:number` — Seconds coming back up, still giving no support; default .35.
- `offset?:number` — Seconds into the cycle at time zero; several divers in one lane are spread evenly from here. Default 0.
- `pace?:number` — Runs the whole cycle faster (above 1) or slower (below 1); .25–4, default 1.

### `FroggerEdges`

```ts
type FroggerEdges='block'|'open'
```

Whether a sideways hop past the field edge is refused (`block`) or allowed, so the frog lands or drifts off (`open`).

### `FroggerGame`

```ts
type FroggerGame = Timeline<FroggerDefinition, FroggerState, FroggerAction> & { hint(): { action: FroggerAction | null; reason: string; }; }
```

A replayable crossing with a safe-move hint.

### `FroggerHomeRow`

```ts
type FroggerHomeRow = { … }
```

The top row: bays to fill, with bank (bushes, shrubs) between them.

- `kind:'home'` — Row kind.
- `name?:string` — Presenter name.
- `bays:number[]` — Bay centres in cells from the left edge, 1–16 of them; each must be filled once.
- `between?:string` — Presenter name for the bank between bays; default `bush`. Landing on it loses a frog.

### `FroggerKind`

```ts
type FroggerKind = { … }
```

Behaviour of a piece kind beyond its lane's role. Kinds not listed behave plainly: vehicles kill, platforms carry, hazards kill.

- `parts?:number` — Identical parts drawn across one piece, e.g. 3 for a turtle trio that moves and dives as one; 1–8, presentation only. Default 1.
- `cycle?:'dive'|'jaws'` — What the activity cycle means: `dive` (default) — submerged and rising pieces neither carry nor harm; `jaws` — the piece stays and its mouth is lethal only while submerged (open).
- `mouth?:{length:number;end:'front'|'back'|'left'|'right'}` — A lethal end, in cells: crocodile jaws, an otter's head. `front` and `back` follow the lane's direction.
- `ride?:boolean` — A hazard-lane piece the frog may ride: only its mouth is lethal, and on a river row its back carries the frog.
- `message?:string` — Death message for this kind's bite or contact; default derived from the name (`A snake caught you`, `Crocodile jaws`).

### `FroggerLane`

```ts
type FroggerLane = { … }
```

One lane of moving pieces: a road row's traffic, a river row's platforms or a hazard overlay.

- `id?:string` — Unique lane id, a lowercase identifier of at most 24 characters. Default `road-<row>`, `river-<row>` or `hazard-<n>`.
- `direction:'left'|'right'` — Which way the pieces travel.
- `speed:number` — Cells per second at medium difficulty on level one, before difficulty and progression multipliers; 0–30. 0 holds still.
- `pieces:FroggerPiece[]` — Piece templates (1–16), used in turn along the lane.
- `count?:FroggerTuned<number|[number,number]>` — How many pieces (0–64); a `[min, max]` range picks by seed. Default one per template.
- `gap?:FroggerTuned<number>` — Minimum clear cells between pieces, or between convoys; spare room is shared out by seed. Default 1.
- `group?:number` — Pieces per convoy, travelling `spacing` apart; default 1 (no convoys).
- `spacing?:number` — Clear cells between pieces inside a convoy; default the gap.
- `divers?:number|'all'` — How many pieces dive, chosen by seed, or `'all'`. Default 0.
- `dive?:FroggerDive` — The divers' cycle.
- `swap?:{from:number;kind:string;dive?:FroggerDive}` — From level `from`, one piece (chosen by seed) becomes `kind` with this cycle: the classic crocodile log. Needs `rules.hazards`.

### `FroggerLaneRow`

```ts
type FroggerLaneRow = { … }
```

A road row (its lane's pieces are lethal vehicles) or a river row (its lane's pieces are the only footing, and carry the frog).

- `kind:'road'|'river'` — Row kind.
- `name?:string` — Presenter name.
- `edges?:FroggerEdges` — Side edges; default `block`.
- `lane:FroggerLane` — The row's traffic or platforms.

### `FroggerLayout`

```ts
type FroggerLayout = { … }
```

A board resolved into lane-control lanes and row roles; part of a definition.

- `rows:{kind:FroggerRow['kind'];name:string;edges:FroggerEdges}[]` — Row kinds, names and edge policy, bottom to top.
- `field:LaneField` — Concrete wrapping lanes.
- `road:{row:number;lane:string}[]` — Vehicle lanes by row.
- `river:{row:number;lane:string}[]` — Platform lanes by row.
- `hazards:{row:number;lane:string}[]` — Overlay hazard lanes by row.
- `kinds:Record<string,FroggerKind>` — Piece kind behaviour.
- `homes:number[]` — Bay centres in cells.
- `between:string` — Presenter name for the bank between bays.
- `start:number` — Frog start centre in cells.
- `fly:{kinds:string[];period:number;active:number}|null` — Bay bonus insect, in milliseconds.
- `homeCroc:{kind:string;period:number;active:number}|null` — Bay threat for this level, in milliseconds.
- `lady:{lane:string;item:string;kind:string;period:number;active:number}|null` — Escort piece, in milliseconds.
- `messages:Record<FroggerCause,string>` — Death messages by cause; empty means derived from the piece kind.

### `FroggerObject`

```ts
type FroggerObject = LaneItem & { lane: string; row: number; phase: LanePhase; speed: number; role: 'vehicle' | 'platform' | 'hazard'; parts: number; }
```

A piece as sampled for collision, carrying and drawing: lane, row, activity phase, signed speed, role and drawn parts.

### `FroggerOptions`

```ts
type FroggerOptions = { … }
```

Generation controls. Omit `board`, `rules` and `preset` for the classic arcade crossing.

- `seed: number` — Unsigned 32-bit seed for counts, lengths, spacing and divers.
- `difficulty?: 'easy' | 'medium' | 'hard'` — Speed multiplier (.8, 1, 1.13) and any per-difficulty lane counts and gaps; default `medium`.
- `level?: number` — Starting level, 1 to `rules.levels`; default 1.
- `lives?: number` — Frogs, 1–9; default 3.
- `seconds?: number` — Timer seconds per frog, 10–300, or 0 for no timer; default 60.
- `turtleSurface?: number` — Default seconds a diver stays surfaced, 3–12; default 5. Lanes may set their own.
- `turtleUnderwater?: number` — Default seconds a diver stays under, .6–2; default 1.1. Lanes may set their own.
- `preset?: keyof typeof froggerPresets` — A named design from `froggerPresets` supplying the board and rule defaults; default `classic`.
- `board?: FroggerBoard` — The board, replacing the preset's.
- `rules?: FroggerRulesInput` — Rule overrides, merged over the preset's rules.

### `FroggerOverlay`

```ts
type FroggerOverlay = { … }
```

An extra lane laid over a row, such as a snake on the median or an otter in the river. Its pieces are hazards.

- `row:number` — Row index it crosses: not the start row or the home row.
- `from?:number` — First level it appears on; default 1. Needs `rules.hazards`.
- `lane:FroggerLane` — Its moving pieces.

### `FroggerPiece`

```ts
type FroggerPiece = { … }
```

One kind of moving piece. A lane uses its piece templates in turn: `[log, lily pad]` alternates them.

- `kind:string|string[]` — Presenter name, a lowercase identifier (`truck`, `log-small`). Several names: each piece picks one by seed.
- `length:number|number[]` — Physical length in cells. Several lengths: each piece picks one by seed; repeat a value to weight it.

### `FroggerPreset`

```ts
type FroggerPreset = { … }
```

A complete design: a board and the rules that differ from the defaults.

- `board:FroggerBoard`
- `rules:FroggerRulesInput`

### `FroggerRow`

```ts
type FroggerRow=FroggerSafeRow|FroggerLaneRow|FroggerHomeRow
```

One board row, listed bottom (start) to top (home).

### `FroggerRules`

```ts
type FroggerRules = { … }
```

How a crossing plays. Every field has the classic arcade default.

- `support:'footprint'|'centre'` — `footprint` (default): the whole frog must be on a surfaced piece. `centre`: only its centre point needs support.
- `drift:number` — Cells the frog's footprint may ride past a side edge before the drift death; 0–2, default 0.
- `bayTolerance:number` — Cells the frog's centre may land off a bay's centre and still enter it; 0–1.5, default .35.
- `vehicleInset:number` — Cells trimmed from each end of every vehicle's hitbox; 0–1, default 0.
- `radius:number` — Frog half-width in cells; .1–.45, default .23.
- `hopSeconds:number` — Hop duration in seconds, .1–.4 in steps of .01; default .18.
- `bufferHops:boolean` — A hop pressed mid-hop is queued and taken on landing; default false (rejected).
- `hopCarry:boolean` — A hop from a moving platform keeps the platform's motion, so hops are relative to it; default false (hops are relative to the field).
- `timer:'attempt'|'life'` — When the timer refills: `attempt` (default) — every new frog, after a death or a filled bay; `life` — only after a death.
- `homeSpeedUp:number` — Fraction every lane speeds up per filled bay (compounding); 0–1, default 0.
- `levelSpeedUp:number` — Fraction lanes speed up per level, cycling every `levelCycle` levels; 0–.5, default .065.
- `levelCycle:number` — Levels in a progression cycle; 1–99, default 5.
- `levels:number` — Levels in the game, 1–99, default 99. Filling every bay on the last level wins (`status: 'won'`); 1 makes a single-board game.
- `hazards:boolean` — Level-gated hazards: lane swaps, overlay lanes and bay threats; default true.
- `extraLife:number` — Score that awards one extra life; 0 for none. Default 20,000.
- `score:FroggerScore` — Points awarded.

### `FroggerRulesInput`

```ts
type FroggerRulesInput=Partial<Omit<FroggerRules,'score'>>&{score?:Partial<FroggerScore>}
```

Rules as a game supplies them: any subset, with `score` merged field by field.

### `FroggerSafeRow`

```ts
type FroggerSafeRow = { … }
```

Solid ground: the start, a median, a verge. Overlay hazards may still cross it.

- `kind:'safe'` — Row kind.
- `name?:string` — Presenter name (`curb`, `median`).
- `edges?:FroggerEdges` — Side edges; default `block`.

### `FroggerScore`

```ts
type FroggerScore = { … }
```

Points awarded.

- `hop:number` — Each safe landing; default 10.
- `forwardOnly:boolean` — Award `hop` only for a row this frog has not reached since it last started; default false (every safe landing).
- `bay:number` — Filling a bay; default 50.
- `second:number` — Per whole second left on the timer when a bay fills; default 10.
- `fly:number` — Collecting the bay bonus insect; default 200.
- `lady:number` — Bringing the escort home; default 200.
- `clear:number` — Filling every bay; default 1,000.

### `FroggerSearchError`

```ts
type FroggerSearchError = Error & { furthest: number; stood: number; }
```

A search failure: the furthest row any explored route landed on, and the furthest row a frog could stay on for a hop.

### `FroggerSettings`

```ts
type FroggerSettings = { … }
```

Resolved generation controls, stored in each definition so `next-level` and saves can regenerate it.

- `seed: number` — Seed.
- `difficulty: 'easy' | 'medium' | 'hard'` — Difficulty.
- `level: number` — Level of this course.
- `lives: number` — Starting frogs.
- `seconds: number` — Timer seconds per frog; 0 for none.
- `turtleSurface: number` — Default diver surface seconds.
- `turtleUnderwater: number` — Default diver underwater seconds.
- `board: FroggerBoard` — The board design.
- `rules: FroggerRules` — Complete rules.

### `FroggerState`

```ts
type FroggerState = { … }
```

Complete simulation state. `best` is the highest row this frog has reached; `lastCause` why the last frog was lost.

- `course: FroggerDefinition`
- `time: number`
- `remainder: number`
- `remaining: number`
- `frog: Frog`
- `lives: number`
- `score: number`
- `homes: boolean[]`
- `status: 'playing' | 'level-complete' | 'won' | 'game-over'`
- `respawn: number`
- `deaths: number`
- `flies: number`
- `escorts: number`
- `extraLife: boolean`
- `ladyTaken: number`
- `message: string`
- `lastDeath: string`
- `lastCause: FroggerCause | ''`
- `lastHome: number | null`
- `best: number`

### `FroggerTuned`

```ts
type FroggerTuned<T>=T|{easy:T;medium:T;hard:T}
```

A value that may differ by difficulty: one value for all three, or `{easy, medium, hard}`.

### `FrogHop`

```ts
type FrogHop = { … }
```

A hop in flight. `carry` is the platform speed it keeps (cells/second) and `drift` the cells carried so far.

- `fromX: number`
- `fromRow: number`
- `toX: number`
- `toRow: number`
- `elapsed: number`
- `direction: Direction`
- `carry: number`
- `drift: number`

---

## For AI agents: Phaser AE

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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
