---
title: "Hex stack sorting: API"
package: "@phaser-ae/hexa-sort"
tier: Pro
version: 3.0.0-0
released: 2026-10-24
updated: 2026-10-24
description: "The rules of the hex stack sorting puzzle, where placed stacks gather tiles of the same top colour from their neighbours and a run of ten clears, in chains."
url: https://phaser.io/packs/hexa-sort/api
site: Phaser - https://phaser.io
---

# Hex stack sorting: API

`@phaser-ae/hexa-sort` — Place dealt stacks of hex tiles; touching stacks with the same top colour gather and a run of ten clears, in chains, as in Hexa Sort.

## The pack

### `hexaSort`

```ts
function hexaSort(): Pack<{ hexaSort: typeof kit; }>
```

Compose the hexa sort rules, hex board helpers and hint player under `game.hexaSort`.

## Helpers

### `createHexaSort`

```ts
function createHexaSort(config: HexaSortConfig): HexaSort
```

Make a hexa sort level from a config. Throws, naming the field, on a config it cannot play.

### `HEX_DIRECTIONS`

```ts
const HEX_DIRECTIONS: readonly HexCell[]
```

The six axial neighbour offsets, clockwise from the right on a pointy layout.

### `hexagonCells`

```ts
function hexagonCells(radius: number): HexCell[]
```

Every cell within `radius` steps (0 to 12) of the centre: a hexagonal board of `3r(r+1)+1` cells.

### `hexaHint`

```ts
function hexaHint(game: HexaSort): HexaHint | null
```

The placement worth making now: the most tiles cleared, then the most tiles gathered, then the emptiest board, then
the placement whose top colour matches a stack nearby. A one-move greedy look, not a solver; pure.

### `hexaSortLevel`

```ts
function hexaSortLevel(n: number, options: HexaLevelOptions): HexaSortConfig
```

The n-th level (1 to 999) of a ladder: the board grows, colours are added, the goal rises, and from level 4 some
cells open only as tiles are cleared and a few stacks start on the board. A preset of the configuration, not a
rule: every field it sets is the game's to change.

### `hexAt`

```ts
function hexAt(x: number, y: number, size: number, orientation: HexOrientation = 'pointy'): HexCell
```

The cell under a point, for hexes of circumradius `size`: the inverse of `hexPoint`, rounded to the nearest cell.

### `hexDistance`

```ts
function hexDistance(a: HexCell, b: HexCell): number
```

Steps between two cells.

### `hexFromKey`

```ts
function hexFromKey(key: string): HexCell
```

The cell a key names.

### `hexKey`

```ts
const hexKey = (q: number, r: number): string=> …
```

The text key a cell is stored under: `"q,r"`.

### `hexNeighbours`

```ts
function hexNeighbours(q: number, r: number): HexCell[]
```

The six neighbours of a cell, in `HEX_DIRECTIONS` order (whether or not they are on a board).

### `hexPoint`

```ts
function hexPoint(q: number, r: number, size: number, orientation: HexOrientation = 'pointy'): { x: number; y: number }
```

The centre of a cell in world units for hexes of circumradius `size`, with the cell `0,0` at the origin.

### `playHexa`

```ts
function playHexa(config: HexaSortConfig, options: { maxMoves?: number } = {}): HexaPlay
```

Play a level with `hexaHint` until it is won or lost, or `maxMoves` (default 2000) stacks are placed.

### `rectangleCells`

```ts
function rectangleCells(width: number, height: number): HexCell[]
```

A rectangular board `width` × `height` (1 to 20 each) for a pointy layout, every other row shifted half a cell
right (odd rows), in axial coordinates.

## Classes

### `HexaSort`

```ts
class HexaSort
```

A hexa sort level in play: place dealt stacks of hex tiles on the board; touching stacks with the same top colour
gather those tiles onto one stack, chain on as new tops are uncovered, and a top run of `clearAt` tiles clears.
Turn based and seeded, so a placement resolves at once into a list of events to animate. Get one from
`createHexaSort`.

- `constructor(config: HexaSortConfig)`
- `get config(): HexaSortConfig` — A copy of the config.
- `get state(): HexaSortState` — A copy of the state: everything a save needs.
- `get status(): HexaSortState['status']` — `'playing'`, `'won'` or `'lost'`.
- `get hand(): (string[] | null)[]` — The hand: a copy of each slot's stack, bottom first, or null for a used slot.
- `get cleared(): number` — Tiles cleared.
- `get score(): number` — Points.
- `get toGo(): number | null` — Tiles still to clear for the goal, or null when endless.
- `stackAt(q: number, r: number): string[] | null | undefined` — The stack on a cell (bottom first), null when the cell is empty, undefined when it is not on the board.
- `lockedAt(q: number, r: number): number` — Tiles cleared before a shut cell opens, or 0 when it is open or not on the board.
- `openCells(): HexCell[]` — The open, empty cells a stack could go on now.
- `refusal(slot: number, q: number, r: number): HexaRefusal | null` — Why placing hand slot `slot` on `q,r` would be refused, or null if it would be accepted.
- `place(slot: number, q: number, r: number): HexaResult` — Place hand slot `slot` on cell `q,r` and resolve every merge and clear it sets off.
- `preview(slot: number, q: number, r: number): { events: HexaEvent[]; state: HexaSortState } | null` — What `place` would do, without doing it: the events and the state after. Null when it would be refused.
- `hammer(q: number, r: number): HexaResult` — Booster: take the stack off a cell, tiles and all.
- `reroll(): HexaResult` — Booster: deal a whole new hand.
- `continueRun(count = 3): HexaResult` — After a loss: take the `count` tallest stacks off the board (1 to 20, default 3) and play on.
- `restore(state: HexaSortState): void` — Put back a saved state of this level. Throws on one that does not fit.

## Types

### `HexaEvent`

```ts
type HexaEvent = | { type: 'placed'; cell: string; slot: number; tiles: string[] } | { type: 'moved'; from: string; to: string; color: string; count: number } | { type: 'cleared'; cell: string; color: string; count: number; chain: number; points: number } | { type: 'unlocked'; cell: string } | { type: 'dealt'; slots: number[] } | { type: 'removed'; cell: string; tiles: string[] } | { type: 'won' } | { type: 'lost' }
```

What a placement or booster did, in order. Cells are keys (`"q,r"`).

### `HexaHint`

```ts
interface HexaHint
```

A suggested placement, from `hexaHint`.

- `slot: number` — Hand slot.
- `q: number` — Cell column.
- `r: number` — Cell row.
- `clears: number` — Tiles it would clear.
- `moves: number` — Tiles it would move between stacks.

### `HexaLevelOptions`

```ts
interface HexaLevelOptions
```

Options for `hexaSortLevel`.

- `colors: string[]` — The colours to draw from, in the order levels add them; at least 3.
- `shape?: 'hexagon' | 'rectangle'` — Board shape; default `'hexagon'`.
- `seed?: number` — Seed for the level's own choices (locked cells, starting stacks, deals); default the level number.

### `HexaLockedCell`

```ts
interface HexaLockedCell extends HexCell
```

A cell that opens once enough tiles are cleared.

- `unlockAt: number` — Tiles cleared before it opens, 1 to 100000.

### `HexaPlay`

```ts
interface HexaPlay
```

How a played level ended, from `playHexa`.

- `won: boolean` — Whether the goal was met.
- `moves: number` — Stacks placed.
- `cleared: number` — Tiles cleared.
- `score: number` — Points.

### `HexaRefusal`

```ts
type HexaRefusal = 'not-playing' | 'bad-slot' | 'empty-slot' | 'off-board' | 'locked' | 'occupied' | 'empty-cell' | 'not-lost' | 'bad-count'
```

Why an action was refused.

### `HexaResult`

```ts
type HexaResult = { valid: true; reason?: undefined; events: HexaEvent[] } | { valid: false; reason: HexaRefusal; events: [] }
```

The answer to an action: done with its events, or refused with a reason and nothing changed.

### `HexaSortConfig`

```ts
interface HexaSortConfig
```

A hexa sort level.

- `cells: HexCell[]` — The board's cells, 1 to 400, distinct. `hexagonCells` and `rectangleCells` make the usual shapes.
- `locked?: HexaLockedCell[]` — Cells that stay shut until enough tiles are cleared. Each must be one of `cells`.
- `stacks?: HexaStartStack[]` — Stacks on the board at the start, on distinct open cells.
- `colors: string[]` — The colours deals draw from, CSS colour strings, 1 to 12, distinct.
- `schedule?: { at: number; colors: number }[]` — How many of `colors` deals use, rising with tiles cleared: `{ at, colors }` steps; default all from the start.
- `hand?: number` — Stacks offered at once, 1 to 5; default 3.
- `refill?: 'all' | 'each'` — `'all'` (default): a new hand once every stack is placed. `'each'`: a placed stack is replaced at once.
- `height?: [number, number]` — Tiles in a dealt stack, `[min, max]` from 1 to 20; default [2, 6].
- `runs?: [number, number]` — Colour runs in a dealt stack, `[min, max]` from 1 to 6; default [1, 3].
- `clearAt?: number` — A top run of one colour this long clears, 2 to 40; default 10.
- `target?: HexaTarget` — Which stack gathers matching tiles; default `'most'` (the one with the longest top run, the placed one on a tie).
- `goal?: number` — Tiles to clear to win, 0 to 100000; default 0, endless.
- `seed?: number` — Seed for the deals, 0 to 4294967295; default 1.

### `HexaSortState`

```ts
interface HexaSortState
```

Everything that changes in play; a save holds exactly this.

- `stacks: Record<string, string[]>` — Stacks on the board by cell key (`"q,r"`), bottom first.
- `hand: (string[] | null)[]` — The hand: a stack per slot, bottom first, or null for a used slot.
- `locked: Record<string, number>` — Cells still shut, by key, with the tiles cleared they wait for.
- `cleared: number` — Tiles cleared.
- `score: number` — Points: each clear scores its tiles times its place in the placement's chain of clears.
- `moves: number` — Stacks placed.
- `bestChain: number` — Longest chain of clears from one placement.
- `status: 'playing' | 'won' | 'lost'` — `'playing'`, `'won'` (the goal is met) or `'lost'` (no open cell for the next stack).
- `rng: number[]` — The deals' random stream.

### `HexaStartStack`

```ts
interface HexaStartStack extends HexCell
```

A stack already on the board when the level starts.

- `tiles: string[]` — Its tiles, bottom first, each a colour; 1 to 40.

### `HexaTarget`

```ts
type HexaTarget = 'most' | 'placed'
```

Which stack gathers the tiles when stacks with the same top colour touch.

### `HexCell`

```ts
interface HexCell
```

A hex cell in axial coordinates: `q` across, `r` down the diagonal rows.

- `q: number` — Axial column.
- `r: number` — Axial row.

### `HexOrientation`

```ts
type HexOrientation = 'pointy' | 'flat'
```

How hexes are drawn: `'pointy'` (a point at the top, rows run across) or `'flat'` (a flat top, columns run down).

---

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