---
title: "Glass corridor: API"
package: "@phaser-ae/glass-corridor"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-19
description: "The rules of a first-person glass-breaking run on real rigid bodies, with balls as ammunition and a generator that proves every level can be won."
url: https://phaser.io/packs/glass-corridor/api
site: Phaser - https://phaser.io
---

# Glass corridor: API

`@phaser-ae/glass-corridor` — A glass-breaking corridor run on real rigid bodies: throw balls at glass, run-ins cost balls, crystals earn them, levels proven winnable, as in Smash Hit.

## The pack

### `glassCorridor`

```ts
function glassCorridor(): Pack<{ glassCorridor: GlassCorridorApi }>
```

The `glass-corridor` pack: Smash Hit's rules on real rigid bodies, independent of rendering.

## Helpers

### `CORRIDOR_FAMILIES`

```ts
const CORRIDOR_FAMILIES: readonly CorridorFamily[]
```

Every room family.

### `createGlassCorridor`

```ts
const createGlassCorridor = (config: CorridorConfig): Promise<GlassCorridor>=> …
```

Create a round, the same as `GlassCorridor.create`.

### `generateCorridor`

```ts
async function generateCorridor(o: CorridorOptions = {}): Promise<CorridorLevel>
```

Generate a level and prove it winnable by playing it through the physics. Throws on an option outside its bounds,
and when no certified arrangement is found in 30 attempts.

## Classes

### `GlassCorridor`

```ts
class GlassCorridor
```

A corridor round on its own rigid world.

- `readonly config: CorridorConfig` — The configuration it was created with (an owned copy).
- `static async create(c: CorridorConfig): Promise<GlassCorridor>` — Create a round with its own physics world; resolves when the rigid-body runtime is ready. Throws on an unknown material, duplicate piece ids, or a number outside its bounds.
- `get state(): CorridorState` — A fresh copy of the state, with every body's pose.
- `get solved(): boolean` — Whether the round is won.
- `get lost(): boolean` — Whether the round is lost.
- `get origin(): Point` — Where a ball leaves now: the configured origin moved forward by the progress.
- `trajectory(velocity: Point, seconds = 2): Point[]` — The free flight of a throw at `velocity` for `seconds` (0.1 to 5, default 2), as 41 points.
- `aimAt(point: Point): Point` — The velocity that throws straight at `point` at `shotSpeed`.
- `fire(velocity: Point): { valid: boolean; reason: string }` — Throw at `velocity`. Invalid, throwing nothing, when the round is over, the balls are spent or one was thrown in the last 0.2 s. Throws when the velocity is out of bounds.
- `step(dt: number): void` — Advance by `dt` seconds (0 to 0.1) in fixed 1/120 s ticks; the remainder carries to the next call.
- `hint(): { target: string; velocity: Point } | null` — A throw at the nearest piece within 26 units ahead: its id and the velocity, or null.
- `reset(): void` — Rebuild the round: every piece whole, the balls restored.
- `dispose(): void` — Release the physics world; the round cannot be used afterwards.

## Types

### `CorridorConfig`

```ts
interface CorridorConfig
```

A corridor round: the obstacles, the launcher's run, the ammunition rules.

- `pieces: LaunchPiece[]` — Every piece, from 1 to 160, with distinct ids. Pieces with `motion` swing as they are approached.
- `rooms?: CorridorRoom[]` — Rooms for the presenter. Optional; the rules ignore them.
- `origin: Point` — Where shots leave from at the start, world units; it moves forward along z with `state.progress`.
- `gravity?: number` — Gravity along y, world units a second squared, from -30 to 0. Default 0.
- `ammo: number` — Balls at the start, a whole number from 1 to 80.
- `shotSpeed: number` — The fastest a ball may leave, world units a second, from 5 to 40.
- `travelSpeed: number` — How fast the launcher travels, world units a second, from 0 to 6.
- `end: number` — The z the launcher must reach to win, from 0 to 300.
- `collisionCost: number` — Balls lost for each piece run into, a whole number from 1 to 20.
- `crystalReward: number` — Balls gained for each reward piece shot (running into one gives none), a whole number from 0 to 10.
- `materials?: Record<string, MaterialDef>` — Materials by name, merged over `DEFAULT_MATERIALS`.
- `rewards?: string[]` — The materials that earn balls when shot, and cost none when run into. Default `['crystal']`.

### `CorridorFamily`

```ts
type CorridorFamily = 'gallery' | 'shutters' | 'lattice' | 'slalom' | 'vault' | 'gauntlet'
```

The room families: a wide pane, sliding doors, a lattice of small panes, offset panes to weave between, a vault
with a swinging beam and pillar, and a gauntlet of swinging gates.

### `CorridorLevel`

```ts
interface CorridorLevel
```

A generated level and the proof that it can be won.

- `seed: number` — The seed it was generated from.
- `difficulty: Difficulty` — The difficulty it was generated at.
- `config: CorridorConfig` — The round to play: pass it to `createGlassCorridor`.
- `parameters: Required<CorridorOptions>` — The options with every default filled in; pass them back to get the same level.
- `solution: { time: number; velocity: Point }[]` — A winning sequence the generator played through the physics: each throw's velocity and when it was made.
- `metrics: { family: string; encounters: string[]; groups: number; pieces: number; targets: number; certificateShots: number; duration: number; structure: string }` — The level's room family and encounters, counts, the verified throw count and its duration.

### `CorridorOptions`

```ts
interface CorridorOptions
```

Options for `generateCorridor`; each is optional and checked against its bounds.

- `seed?: number` — Unsigned 32-bit seed. Default 1.
- `difficulty?: Difficulty` — `easy`, `medium`, `hard` or `very-hard`. Default `medium`.
- `groups?: number` — Rooms, from 1 to 8. Default 2, 3, 4 or 5 by difficulty, plus 1 on an odd seed.
- `pattern?: 'auto' | CorridorFamily` — The room family the level opens with (the seed picks one for `auto`); others are mixed in after it.
- `ammo?: number` — Balls at the start, from 1 to 60. Default the rooms plus 3.
- `speed?: number` — Travel speed, world units a second, from 0.5 to 4. Default 1.6, 2, 2.5 or 3 by difficulty.

### `CorridorRoom`

```ts
interface CorridorRoom
```

A corridor room's shape, for the presenter; the rules do not read it.

- `kind: string` — The structure family of the room.
- `z: number` — Where the room starts along the corridor (z), world units.
- `length: number` — Length along z, world units.
- `width: number` — Width across x, world units.
- `height: number` — Ceiling height, world units.

### `CorridorState`

```ts
interface CorridorState
```

The round's state, an owned copy.

- `time: number` — Seconds simulated since the round started or was reset.
- `ammo: number` — Balls left.
- `shots: number` — Balls thrown.
- `score: number` — Points: each destroyed piece's material score.
- `progress: number` — How far the launcher has travelled along z, world units.
- `destroyed: string[]` — Ids of the pieces destroyed, in order.
- `collided: string[]` — Ids of the pieces run into.
- `lost: boolean` — Out of balls before the end.
- `solved: boolean` — The end reached.
- `stars: number` — Rating from 1 to 3 once solved, 0 before: three with nothing run into and the balls back to where they began, two with nothing run into, one otherwise.
- `poses: LaunchPose[]` — Every body's pose, for the renderer.

### `GlassCorridorApi`

```ts
type GlassCorridorApi = typeof kit & { DEFAULT_MATERIALS: typeof DEFAULT_MATERIALS }
```

`game.glassCorridor`: the round, its generator and the built-in materials.

---

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