---
title: "Geometry"
package: "@phaser-ae/geometry"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Shapes and curves as plain data, with the maths games ask of them: points along, random points inside, containment, intersections, overlaps and transforms."
url: https://phaser.io/packs/geometry
site: Phaser - https://phaser.io
---

# Geometry

The mathematics of 2D shapes, with nothing to do with drawing them. A shape is plain data with a `kind`, and one set of
functions answers what a game needs to know about it: points along it, random points inside it, whether it contains a
point, where a line crosses it and whether it overlaps another.

## What it does

Every shape is an object such as `{ kind: 'circle', x, y, r }` or `{ kind: 'sector', x, y, r, start, end }`, so shapes
can be stored in level data, sent over a network or built on the fly. Some are areas, with an inside: circles, rings,
sectors, ellipses, rectangles, triangles, polygons and closed splines. Others are curves, with a length but no inside:
points, lines, arcs, quadratic and cubic beziers, open splines and paths of segments laid end to end. Spirals and waves
are curves too.

The same functions work on every kind. `pointAt` finds the point a fraction of the way along an outline or curve, and
`points` and `pointsByStep` space points evenly by length, for enemies in formation round a ring or coins along an arc.
`randomPoint` gives a uniformly random point inside an area, for spawning. `contains`, `closestPoint`,
`lineIntersections` and `overlaps` answer AI and gameplay questions: is the player in the guard's sight cone, where does
a laser hit the wall, does this blast radius touch that crate. `translate`, `rotate` and `scale` return new shapes, and
`length`, `area`, `bounds` and `centroid` measure them.

It also handles trails. `findLoop` notices when a trail of points has just crossed itself and returns the loop it
closed, and `encircled` and `encircledAll` say which targets are inside that loop: a lasso, encircling enemies, or
closing off territory.

## Features

- **Sixteen shape kinds** — from points and lines through sectors, polygons and beziers to Catmull-Rom splines, spirals,
  waves and paths of mixed segments.
- **Points along** — at a fraction of the way, evenly by count, or a fixed distance apart, with closed shapes wrapping.
- **Random inside** — uniform points inside any area, or on a curve, from a random generator you pass in.
- **Containment** — point-in-shape for every area, including the band of a ring and the slice of a sector.
- **Crossings and overlaps** — where a segment crosses an outline, in order along it, and whether two areas share any
  point.
- **Transforms** — move, rotate and scale about a point; a rotated rectangle becomes a polygon and an unevenly scaled
  circle an ellipse.
- **Constant-speed curves** — `bake` samples a curve by arc length, so something moving along a bezier keeps a steady
  speed.
- **Loops and lassos** — `findLoop`, `encircled` and `encircledAll` for trails that close round targets.

## Good for

- **Particle zones** — effects born inside a triangle or along a bezier and killed on entering a polygon.
- **Movement along curves** — enemies swooping on beziers, platforms on arcs, formations round a ring.
- **AI sight checks** — a guard's cone as a sector and a quick `contains` test.
- **Spawning** — random points inside an arena, a zone or a polygonal room.
- **Shooting and lasers** — where a ray first crosses a wall or a shield.
- **Lasso and encircle games** in the style of the arcade game Quantum, where a closed trail captures what it surrounds.

## Make it yours

There is nothing to configure: shapes are data you build however your game likes, and every function is a pure function
of them. The pack is composed for `game.geometry`, and its functions are also exported for code and packs that import
them directly. Two quite different uses: a shooter that lays out an enemy wave as twelve `points` round a `ring` and
moves each one along a `cubic` baked for constant speed; and a stealth game that never draws a shape at all, keeping a
`sector` per guard and testing `contains` against the player each frame.

## A quick look

A guard's sight cone, and a point along a curve:

```ts
const cone = { kind: 'sector', x: guard.x, y: guard.y, r: 200, start: guard.facing - 30, end: guard.facing + 30 };
if (game.geometry.contains(cone, player.x, player.y)) alert();
const p = game.geometry.pointAt({ kind: 'cubic', x1: 0, y1: 0, c1x: 50, c1y: -80, c2x: 150, c2y: -80, x2: 200, y2: 0 }, t);
```

## Works with

- `particles-2d` — its emit zones and death zones are these shapes.
- `path` — walkers that move along these shapes and curves.
- `collision` and `physics-2d` — for contacts and responses rather than a yes or no overlap.
- `visibility-2d` — for real line of sight round walls in a continuous world.

## Good to know

- Curves are sampled for length, bounds and closest point (64 points or more) and for intersections (48 points);
  lines, circles and polygons are exact.
- `overlaps` answers yes or no and gives no contact; use `physics-2d` or `collision` for that.
- Polygons are assumed simple (not self-intersecting), and angles are in degrees, 0 to the right and 90 down.
- It is 2D only.

---

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