---
title: "State machines and game flow: API"
package: "@phaser-ae/fsm"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "State machines for everything with modes, from an enemy's patrol, chase and death to the game's own attract, play and game-over flow."
url: https://phaser.io/packs/fsm/api
site: Phaser - https://phaser.io
---

# State machines and game flow: API

`@phaser-ae/fsm` — State machines: a brain per object with enter, tick and exit, and the game's own flow as phases (attract, play, game over) and timed sequences.

## The pack

### `fsm`

```ts
function fsm(): Pack<{ fsm: FsmApi }, {}, { fsm: FsmData }, { brain?: Brain }>
```

The fsm pack: `game.fsm` (brains, plus phase graphs and sequences for the game's own flow), the `fsm` columns (`state` u32, `time` f32) with `go`/`is` methods on `h.fsm`, the `brain` spawn field, and a simulate step before `collision`. No options.

## Helpers

### `createPhases`

```ts
function createPhases<C>(ctx: C, defs: Record<string, PhaseDef<C>>): Phases<C>
```

Creates a `Phases` graph over the shared context `ctx`.

### `createSequence`

```ts
function createSequence(steps: SceneStep[], opts: { loop?: boolean } = {}): Sequence
```

Creates a `Sequence` of timed steps.

## Classes

### `Phases`

```ts
class Phases<C>
```

A phase graph. Transitions are queued and applied between frames, never
inside `update`, so a phase cannot be torn down while its own code is running.

- `readonly ctx: C` — The shared game context, passed to every phase callback.
- `time: number` — Seconds since this phase was entered.
- `prev: string | null` — The phase left behind, or null.
- `constructor(ctx: C, defs: Record<string, PhaseDef<C>>)`
- `get name(): string | null` — The active phase name, or null before the first `go()`.
- `in(...names: string[]): boolean` — True while `name` is any of these — reads better than a chain of `===`.
- `go(next: string): void` — Queue a transition. Applied at the top of the next `update`.
- `restart(): void` — Back to this phase's `restartAt`, or a fresh entry into it. The death → respawn edge: `restartAt` is what stops a restart re-running an intro.
- `own<T extends Disposable | (() => void)>(thing: T): T` — Dispose of this when the phase exits — shapes, trails, starfields, bodies, or a plain function. Retained objects outlive a phase otherwise, and a vector game that forgets one leaves it burning on the screen for good.
- `at(t: number, fn: (ctx: C) => void): void` — Run `fn` once, `t` seconds into this phase. Cleared on exit.
- `every(period: number, fn: (ctx: C) => void): void` — Run `fn` every `period` seconds while this phase is active.
- `update(dt: number): void` — Applies a queued transition, then runs the phase, its timers and its edges. Call once a frame.

### `Sequence`

```ts
class Sequence
```

A timed run of named steps. Attract loops; a cut scene does not.

- `readonly steps: SceneStep[]` — The steps, in play order.
- `loop: boolean` — True to start again after the last step. Default true.
- `time: number` — Seconds into the current step.
- `index: number` — Index of the current step.
- `finished: boolean` — True once a non-looping sequence has run out.
- `onStep: ((name: string, index: number) => void) | null` — Called as each step starts.
- `constructor(steps: SceneStep[], opts: { loop?: boolean } = {})`
- `get current(): string` — The name of the current step, or an empty string when there are no steps.
- `get frac(): number` — 0..1 through the current step — for fades and slides.
- `update(dt: number): void` — Advances the clock and moves to the next step when the current one is done. Call once a frame.
- `go(step: string | number): void` — Jump to a step by name (or index), resetting its clock.
- `reset(): void` — Back to the first step with the clock at zero.

## Types

### `Brain`

```ts
interface Brain<S extends string = string, H extends Handle = Handle>
```

A state machine definition: pass as `brain` at spawn or to `game.fsm.brain`.

- `initial: S` — The state entered when the brain is attached.
- `states: Record<S, StateDef<S, H>>` — Every state by name; `go` to a name not here throws.

### `Disposable`

```ts
interface Disposable
```

Anything the phase system can dispose of when its phase exits.

- `kill?(): void` — Removes the object from play. Called on phase exit when present.
- `destroy?(): void` — Frees the object. Called on phase exit when present.

### `FsmApi`

```ts
interface FsmApi
```

What `game.fsm` presents.

- `brain<S extends string>(h: Handle, brain: Brain<S>): void` — Give a handle a brain and enter its `initial` state now; replaces any brain it had without calling `exit`.
- `go(h: Handle, state: string): void` — Transition `h`; same rules as `h.fsm.go`.
- `state(h: Handle): string | null` — The current state's name, or `null` when `h` has no brain.
- `define<S extends string>(brain: Brain<S>): Brain<S>` — A brain helper: states as a typed union, checked at the call site.
- `phases<C>(ctx: C, defs: Record<string, PhaseDef<C>>): Phases<C>` — The game's own flow as a phase graph over a context object: the same as the `createPhases` helper.
- `sequence(steps: SceneStep[], opts?: { loop?: boolean }): Sequence` — A timed run of named steps, for an attract mode or a cut scene: the same as the `createSequence` helper.

### `FsmData`

```ts
interface FsmData
```

What `h.fsm` presents: the columns plus the methods the pack attaches.

- `readonly state: number` — The current state as its INDEX in the brain's state list (a roster column). For the name use `is()` or `game.fsm.state(h)`.
- `readonly time: number` — Seconds in the current state; reset to 0 by `go`.
- `go(state: string): void` — Transition: `exit` on the old state, `enter` on the new. Throws on an unknown state or a handle without a brain.
- `is(state: string): boolean` — True when the current state is `state`.

### `PhaseDef`

```ts
interface PhaseDef<C>
```

One phase: its callbacks, edges and timed exit.

- `enter?(ctx: C, from: string | null): void` — Entered — `from` is the phase left behind, or null on the first entry.
- `update?(ctx: C, dt: number, time: number): void` — Once a frame while active, before the edges are tested.
- `exit?(ctx: C, to: string | null): void` — Left — `to` is where it is going. Owned objects are disposed after this.
- `to?: PhaseEdge<C>[]` — Tested in order after `update`; the first true one wins.
- `after?: number` — Leave for `then` automatically after this many seconds.
- `then?: string` — Where `after` goes.
- `restartAt?: string` — `restart()` returns here instead of re-entering this phase.

### `PhaseEdge`

```ts
interface PhaseEdge<C>
```

An outward edge: when `when` reads true, go to `go`.

- `when(ctx: C): boolean` — Tested each frame; true means take this edge.
- `go: string` — The name of the phase to enter.

### `SceneStep`

```ts
interface SceneStep
```

One step of a `Sequence`: a name and how long it holds.

- `name: string` — The label `current` reports.
- `time: number` — Seconds this step holds.

### `StateDef`

```ts
interface StateDef<S extends string, H extends Handle = Handle>
```

One state of a brain. Every hook is optional.

- `enter?(h: H, from: S | null): void` — Called on entering the state; `from` is `null` on the first entry.
- `tick?(h: H, dt: number): void` — Called every simulate step while current, with `dt` in seconds.
- `exit?(h: H, to: S): void` — Called on leaving the state for `to`.

---

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