---
title: "Girder-climb platform rounds: API"
package: "@phaser-ae/girder-climb"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "A single-screen girder-climbing platformer as data: four stages of girders, conveyors, lifts and rivets, with rolling barrels, fireballs, springs, hammers and a bonus timer."
url: https://phaser.io/packs/girder-climb/api
site: Phaser - https://phaser.io
---

# Girder-climb platform rounds: API

`@phaser-ae/girder-climb` — Girder-climb rounds for platform-rounds: four ROM stages, barrels, fireballs, springs, hammers, the bonus timer and internal difficulty, as in Donkey Kong.

## The pack

### `girderClimb`

```ts
function girderClimb(): Pack<{ girderClimb: typeof api }>
```

Install the girder-climb preset API (`game.girderClimb`) over platform-rounds.

## Helpers

### `dkBarrelKind`

```ts
function dkBarrelKind(o: { steer?: number; wild?: number; aim?: "random" | "target" | "proportional"; wildSpeed?: [number, number]; tags?: string[] } = {}): EnemyKind
```

A barrel: rolls 1 px per frame, goes down ladders at 1 px per frame, drops off girder ends and reverses.

### `dkBehaviours`

```ts
function dkBehaviours(): Record<string, EnemyBehaviour>
```

The preset's custom enemy behaviours (springs and Kong's pacing).

### `dkBonusSeconds`

```ts
function dkBonusSeconds(level: number): number
```

Seconds per bonus tick on the 50 m, 75 m and 100 m stages: (220 - 2 x start/100) frames ($62B3).

### `dkBonusStart`

```ts
function dkBonusStart(level: number): number
```

Bonus timer start: min(80, (level x 10 + 40) mod 256) hundreds ($0F7A). Level 22 overflows to 400: the kill screen.

### `dkConveyorsStage`

```ts
function dkConveyorsStage(ctx: StageContext, o: DonkeyKongOptions = {}): StageDef
```

50 m: the pie factory: conveyors that switch direction, retracting ladders, pies and firefoxes from the centre drum.

### `dkElevatorsStage`

```ts
function dkElevatorsStage(ctx: StageContext, o: DonkeyKongOptions = {}): StageDef
```

75 m: two elevator shafts, springs bouncing from Kong and dropping down the right side, two fireballs.

### `dkFireKind`

```ts
function dkFireKind(d: number): EnemyKind
```

A fireball or firefox: wanders girders, takes ladders a quarter of the time, climbs at a third of its descent speed.

### `dkGirdersStage`

```ts
function dkGirdersStage(ctx: StageContext, o: DonkeyKongOptions = {}): StageDef
```

25 m: slanted girders, barrels, the oil drum and its fires.

### `dkInternalDifficulty`

```ts
function dkInternalDifficulty(level: number, seconds: number): number
```

Internal difficulty 1..5: the level, plus one for every 2048 frames on the current attempt ($037F).

### `dkItemScore`

```ts
function dkItemScore(level: number): number
```

Points for Pauline's items: 300, 500, then 800 from level 3 ($1DE7).

### `dkJumpman`

```ts
function dkJumpman(o: { fatalFall?: number; houseRules?: DonkeyKongOptions["houseRules"] } = {}): WalkerProfile
```

Jumpman for the preset: walk 2/3 px per frame, climb up 2 px per 5 frames and down 2 per 4, a fixed 13 px jump arc moving 1/2 px per frame, death 15 px below take-off.

### `dkKongKind`

```ts
function dkKongKind(min: number, max: number): EnemyKind
```

Kong pacing his girder (50 m, 100 m): picks a point in [min, max] and walks to it. Lethal to touch.

### `dkLines`

```ts
function dkLines(table: readonly DkTableEntry[]): { girders: GirderLine[]; ladders: LadderLine[]; scenery: LadderLine[]; solids: Rect[] }
```

Lines from a ROM table in world units. Ladders that rise above y = 48 are Kong's (scenery, not climbable).

### `dkPieKind`

```ts
function dkPieKind(): EnemyKind
```

A cement pie: no will of its own, carried by the belts.

### `dkRivetsStage`

```ts
function dkRivetsStage(ctx: StageContext, o: DonkeyKongOptions = {}): StageDef
```

100 m: remove all eight rivets; firefoxes appear on the side away from Mario; Kong paces his girder.

### `dkSpringKind`

```ts
function dkSpringKind(dropX: number): EnemyKind
```

A spring: a scripted 20 px hop every 25 frames moving 2 px per frame, then a straight 3 px-per-frame drop ($2E04).

### `donkeyKongPreset`

```ts
function donkeyKongPreset(o: DonkeyKongOptions = {}): RoundsDef
```

Donkey Kong (1981) as a `createRounds` definition. US stage order by default, three lives, an extra life at
7000, the bonus timer, hammers, items, the internal difficulty and every table from the ROM. Pass a difficulty
(Easy / Normal / Arcade) to scale enemy speed, spawn intervals, caps, timers and steering.

## Constants

### `DK_ORDERS`

```ts
const DK_ORDERS: Readonly<Record<"us" | "japan", readonly (readonly string[])[]>>
```

The stage orders.

### `DK_TABLES`

```ts
const DK_TABLES: Readonly<Record<"girders" | "conveyors" | "elevators" | "rivets", readonly DkTableEntry[]>>
```

The four stage layouts as stored in the ROM (tables at $3AE4, $3B5D, $3BE5, $3C8B).

## Types

### `DkTableEntry`

```ts
type DkTableEntry = readonly [number, number, number, number, number]
```

One entry of the ROM layout tables: [type, x1, y1, x2, y2]. Types: 0 ladder, 1 broken ladder, 2 girder, 3 conveyor, 5 rivet girder, 6 solid patch.

### `DonkeyKongOptions`

```ts
interface DonkeyKongOptions
```

Options for the Donkey Kong preset. Every default is the US arcade's; the difficulty scales the tables.

- `order?: "us" | "japan" | string[][]` — Stage order: 'us' (25-100, 25-75-100, 25-50-75-100, 25-50-25-75-100, then 25-50-25-75-25-100), 'japan' (25-50-75-100), or your own lists of '25m' | '50m' | '75m' | '100m'.
- `lives?: number` — Lives at the start (DIP: 3, 4, 5, 6). Default 3.
- `extraLife?: number | null` — Extra life score (DIP: 7000, 10000, 15000, 20000), or null for none. One only. Default 7000.
- `difficulty?: DifficultyScale` — Difficulty scale. Default Arcade.
- `seed?: number` — Seed.
- `howHigh?: boolean` — Show 'How high can you get?' before every attempt. Default true.
- `intro?: boolean` — Play the intro (Kong climbs with Pauline and bends the girders). Default true.
- `hammerSeconds?: number` — Hammer seconds (512 frames).
- `smashPause?: number` — Seconds the action freezes for each smash (78 frames).
- `maxFires?: number` — Most fires on 25 m (5).
- `maxBarrels?: number` — Most barrels on screen (10).
- `throwEvery?: number` — Mean seconds between Kong's throws (about 87 frames).
- `wildChance?: number` — Chance a thrown barrel is wild (1 in 16).
- `blueEvery?: number` — Every n-th barrel is blue (8).
- `bonus?: (level: number) => number` — Bonus timer start per level. Default `dkBonusStart`.
- `liftSpeed?: number` — Elevator and belt speed, units per second (30).
- `fatalFall?: number` — Fall height that kills Jumpman, measured from take-off (15).
- `rivetScore?: number` — Rivet points (100).
- `houseRules?: { ladderJump?: boolean; airGrab?: boolean; pullUp?: boolean; hammerJump?: boolean }` — House rules (all off in the arcade, which forbids each one: $1AD1-$1AFE). `ladderJump`: jump off ladders. `airGrab`: press up or down in the air to catch a ladder. `pullUp`: climb broken ladders up to the girder above (still never down one). `hammerJump`: jump while holding the hammer (it still cannot climb).

---

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