---
title: "Cockpit instruments: API"
package: "@phaser-ae/instruments"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Line-art cockpit readouts for vector games, from bars, dials and lamps to a radar scope, a scanner strip, a map screen, a gunsight and a lives tally."
url: https://phaser.io/packs/instruments/api
site: Phaser - https://phaser.io
---

# Cockpit instruments: API

`@phaser-ae/instruments` — Line-art HUD readouts for vector games: bars, dials, lamps, a radar scope, a scanner, a map screen, a frame, a gunsight and a lives tally.

## The pack

### `instruments`

```ts
function instruments(): Pack<{ instruments: InstrumentsApi }>
```

The `instruments` pack. Pure logic, so it needs no backend and runs headless.

## Helpers

### `bar`

```ts
function bar(t: InstrumentTarget, o: BarOptions): void
```

A bar gauge: an outline, a fill and optional divisions. The fill is drawn as
horizontal (or vertical) strokes rather than a solid, because that is what a
beam can do and what the panels of the era actually looked like.

### `createPanel`

```ts
function createPanel(items: PanelItem[]): Panel
```

Creates a `Panel` from a list of items. The same as `new Panel(items)`.

### `crosshair`

```ts
function crosshair(t: InstrumentTarget, o: CrosshairOptions): void
```

The gunsight: Star Wars, Tail Gunner, Starhawk, Red Baron.

### `dial`

```ts
function dial(t: InstrumentTarget, o: DialOptions): void
```

A round gauge with a needle — speedo, rev counter, shield strength.

### `formatScore`

```ts
function formatScore(value: number, digits = 6): string
```

`4200` → `'004200'`. Leading zeros are the look.

### `formatTime`

```ts
function formatTime(seconds: number, showTenths = false): string
```

`95.4` → `'1:35'`; over an hour it grows a field rather than wrapping.

### `frame`

```ts
function frame(t: InstrumentTarget, o: FrameOptions): void
```

A viewport frame with corner ticks — the cockpit surround, a scope bezel — or, with `box`, a plain outline.

### `lamp`

```ts
function lamp(t: InstrumentTarget, o: LampOptions): void
```

A warning lamp. Pair with `flash()` from `scoreboard`, or a `Panel` lamp with `flashing`, for a blinking one.

### `mapView`

```ts
function mapView(t: InstrumentTarget, o: MapOptions): void
```

A room graph as a map screen, scaled to fit the box. Takes the plain shapes
`RoomGraph` hands out (`graph.all`, `graph.doors`), so the map is a VIEW of
the live topology rather than a second copy of the level that can drift.

### `radar`

```ts
function radar(t: InstrumentTarget, o: RadarOptions): void
```

The Battlezone scope. Everything is drawn in the owner's frame: rotate a
contact by the owner's heading and the blip sits where the thing IS relative
to where you are pointing, which is the only reason the display works.

### `scanner`

```ts
function scanner(t: InstrumentTarget, o: ScannerOptions): void
```

Aztarac's scanner: the whole world shrunk into a box, with the visible window
marked. Where a radar answers "what is near me", this answers "what is
happening somewhere else" — the difference matters in a game about defending
outposts you cannot see.

### `tally`

```ts
function tally(t: InstrumentTarget, o: TallyOptions): void
```

A row of ship/life/ball icons drawn as small closed outlines, left to right.

## Classes

### `Panel`

```ts
class Panel
```

A panel is a list of widgets bound to READERS, so the HUD is declared once and
never touched again — the gauge follows the meter rather than the game
remembering to push a number at it every frame.

```ts
const panel = createPanel([
  { kind: 'bar', x: 20, y: 40, w: 140, h: 14, label: 'OXYGEN',
    read: () => res.oxygen.frac, warn: 0.25, warnStyle: { color: '#ff5fa2' } },
  { kind: 'lamp', x: 200, y: 47, label: 'SONAR', flashing: true,
    read: () => sub.sonarDamaged },
]);
panel.draw(game.vector, time);
```

- `readonly items: PanelItem[]` — The widgets the panel draws, in order.
- `flashHz: number` — Flash rate for lamps with `flashing`. Default 4 Hz.
- `constructor(items: PanelItem[])`
- `add(item: PanelItem): this` — Adds one item to the panel. Returns the panel, so calls can chain.
- `draw(t: InstrumentTarget, time = 0): void` — Calls each item's `read()` and draws every widget. Pass the current time in seconds so flashing lamps blink.

## Types

### `BarOptions`

```ts
interface BarOptions
```

Options for `bar()`: the box, the fill fraction and the styles.

- `x: number` — The left edge of the bar, in world units.
- `y: number` — The top edge of the bar, in world units.
- `w: number` — The width of the bar, in world units.
- `h: number` — The height of the bar, in world units.
- `frac: number` — 0..1.
- `warn?: number` — Fill below this fraction uses `warnStyle`. Default 0 (never).
- `ticks?: number` — Divisions drawn across the track. Default 0.
- `vertical?: boolean` — Fill bottom-up instead of left-to-right. Default false.
- `label?: string` — Text drawn above the bar.
- `labelSize?: number` — The text size of the label, in world units. Default 11.
- `style?: Style` — The style of the outline, the ticks and the label.
- `fillStyle?: Style` — The style of the fill strokes. Default: `style`.
- `warnStyle?: Style` — The fill style while `frac` is at or below `warn`. Default: `fillStyle`.

### `Contact`

```ts
interface Contact extends XY
```

One thing a radar or scanner shows. Its `x`/`y` are a world position.

- `kind?: string` — Picks a style out of `blipStyles`.

### `CrosshairOptions`

```ts
interface CrosshairOptions
```

Options for `crosshair()`: the position, the size and the style of the gunsight.

- `x: number` — The x position of the centre, in world units.
- `y: number` — The y position of the centre, in world units.
- `size: number` — Arm length.
- `gap?: number` — Empty space at the centre. Default a third of `size`.
- `ring?: boolean` — Draw a ring at `size`. Default false.
- `lock?: number` — Pull the arms in to show a lock. 0..1, default 0.
- `style?: Style` — The line style of the crosshair.

### `DialOptions`

```ts
interface DialOptions
```

Options for `dial()`: the face, the needle value and the styles.

- `x: number` — The x position of the dial's centre, in world units.
- `y: number` — The y position of the dial's centre, in world units.
- `r: number` — The radius of the face, in world units.
- `frac: number` — 0..1 round the sweep.
- `from?: number` — Start of the sweep, radians. Default 0.75π (bottom left).
- `to?: number` — End of the sweep. Default 2.25π (bottom right) — a 270° face.
- `ticks?: number` — Marks round the face. Default 8.
- `label?: string` — Text drawn inside the lower half of the face.
- `style?: Style` — The style of the face, the ticks and the label.
- `needleStyle?: Style` — The style of the needle. Default: `style`.

### `FrameOptions`

```ts
interface FrameOptions
```

Options for `frame()`: the box to surround and its style.

- `x: number` — The left edge of the frame, in world units.
- `y: number` — The top edge of the frame, in world units.
- `w: number` — The width of the frame, in world units.
- `h: number` — The height of the frame, in world units.
- `tick?: number` — Corner tick length. Default: a tenth of the short side.
- `box?: boolean` — Draw the whole box outline instead of the corner ticks. Default false (corner ticks only).
- `style?: Style` — The line style of the frame.

### `InstrumentsApi`

```ts
type InstrumentsApi = typeof kit
```

`game.instruments` — every function and type this pack carries, as one namespace.

### `InstrumentTarget`

```ts
interface InstrumentTarget
```

`game.vector` is one of these. So is any object with the same four verbs.

- `seg(x0: number, y0: number, x1: number, y1: number, style?: Style): void` — Draws one line segment from (x0, y0) to (x1, y1).
- `poly(points: readonly XY[], style?: Style & { closed?: boolean }): void` — Draws a polyline through the points. `closed` joins the last point to the first, and it lives IN THE STYLE — v2 took it as a third argument, and `game.vector.poly` does not, so a call that passed it positionally type-checked (a narrower function is assignable to a wider one) and had the argument silently dropped. Every closed instrument shape drew as an open path: the lives tally lost the base of its ship and read as a chevron.
- `arc(cx: number, cy: number, r: number, from: number, to: number, style?: Style, steps?: number): void` — Draws an arc round (cx, cy) with radius r, from angle `from` to `to` in radians.
- `text?(str: string, x: number, y: number, opts?: TextOptions): void` — Draws a line of text. Optional: an instrument skips its labels when this is absent.

### `LampOptions`

```ts
interface LampOptions
```

Options for `lamp()`: the position, the state and the styles.

- `x: number` — The x position of the lamp's centre, in world units.
- `y: number` — The y position of the lamp's centre, in world units.
- `r?: number` — The radius of the lamp, in world units. Default 7.
- `on: boolean` — True lights the lamp: an inner ring is added. False draws it with `offStyle`.
- `label?: string` — Text drawn to the right of the lamp.
- `style?: Style` — The style of the lit lamp, and of the label.
- `offStyle?: Style` — The style of the unlit lamp. Default: `style`.

### `MapDoor`

```ts
interface MapDoor
```

One connection between two rooms, drawn by `mapView()` as a line.

- `a: string` — The id of the room at one end.
- `b: string` — The id of the room at the other end.
- `locked?: boolean` — Draw the door with `lockedStyle`. Default false.
- `hidden?: boolean` — Do not draw the door at all. Default false.

### `MapOptions`

```ts
interface MapOptions
```

Options for `mapView()`: the box, the room graph and the styles.

- `x: number` — The left edge of the map box, in world units.
- `y: number` — The top edge of the map box, in world units.
- `w: number` — The width of the map box, in world units.
- `h: number` — The height of the map box, in world units.
- `rooms: readonly MapRoom[]` — The rooms to draw. `graph.all` from a `RoomGraph` fits as-is.
- `doors: readonly MapDoor[]` — The doors to draw as lines between rooms. `graph.doors` fits as-is.
- `current?: string | null` — The room the player is in — drawn ringed.
- `route?: readonly string[]` — Highlight this run of room ids (a planned or escape route).
- `fogged?: boolean` — Hide rooms not yet visited. Default true.
- `node?: number` — Half-size of a room marker. Default 7.
- `style?: Style` — The base line style for rooms and doors.
- `visitedStyle?: Style` — The style for rooms with `visited` set. Default: `style`.
- `currentStyle?: Style` — The style of the ring round the `current` room. Default: the room's own style.
- `routeStyle?: Style` — The style for doors with both rooms on the `route`. Default: `style`.
- `lockedStyle?: Style` — The style for locked doors. Default: `style` with `dash: 6`.
- `tagStyles?: Record<string, Style>` — Room ids by tag get their own style: `{ reactor: {...} }`.

### `MapRoom`

```ts
interface MapRoom extends XY
```

One room on the map screen, for `mapView()`. Its `x`/`y` place it in the graph.

- `id: string` — The unique id of the room. Doors refer to rooms by id.
- `visited?: boolean` — True once the player has entered the room. A fogged map hides unvisited rooms.
- `cleared?: boolean` — True once the room is cleared. Game data — `mapView()` does not read it.
- `tags?: string[]` — Tags that pick a style out of `tagStyles`.

### `PanelItem`

```ts
type PanelItem = /** A `bar()` whose `frac` is `read()` each draw. */ | ({ kind: 'bar'; read(): number } & Omit<BarOptions, 'frac'>) /** A `dial()` whose `frac` is `read()` each draw. */ | ({ kind: 'dial'; read(): number } & Omit<DialOptions, 'frac'>) /** A `lamp()` lit while `read()` is true; `flashing` blinks it at the panel's `flashHz`. */ | ({ kind: 'lamp'; read(): boolean; flashing?: boolean } & Omit<LampOptions, 'on'>) /** A line of text from `read()`; skipped when the target has no `text`. */ | { kind: 'text'; x: number; y: number; read(): string; size?: number; align?: 'left' | 'center' | 'right'; style?: Style } /** Anything else: `draw` is called with the target and the time in seconds. */ | { kind: 'custom'; draw(t: InstrumentTarget, time: number): void }
```

One widget in a `Panel`: an instrument's options plus a `read()` function.
The panel calls `read()` on each draw to get the live value.

### `RadarOptions`

```ts
interface RadarOptions
```

Options for `radar()`: the scope, what it is centred on and the contacts.

- `x: number` — The x position of the scope's centre, in world units.
- `y: number` — The y position of the scope's centre, in world units.
- `r: number` — The radius of the scope, in world units.
- `centre: XY` — What the scope is centred on.
- `range: number` — World units the scope's radius covers.
- `heading?: number` — Which way the owner is facing, radians. Contacts are rotated by -heading so FORWARD IS UP, which is what makes a radar readable at a glance; leave it out for a north-up map scope.
- `contacts: readonly Contact[]` — The contacts to draw as blips, at world positions.
- `blip?: number` — Radius of a blip. Default 3.
- `clampEdge?: boolean` — Show contacts beyond `range` pinned to the rim instead of dropping them.
- `sweep?: number` — Angle of a rotating sweep line, radians. Omit for none.
- `fov?: number` — Half-angle of the "in front of me" wedge to outline. Omit for none.
- `style?: Style` — The line style of the scope rings. Also the last-resort blip style.
- `blipStyle?: Style` — The style of a blip. Default: `style`.
- `blipStyles?: Record<string, Style>` — Styles by contact `kind`. A contact without a match uses `blipStyle`.
- `sweepStyle?: Style` — The style of the `sweep` line. Default: `style`.

### `ScannerOptions`

```ts
interface ScannerOptions
```

Options for `scanner()`: the box, the world it shrinks and the contacts.

- `x: number` — The left edge of the scanner box, in world units.
- `y: number` — The top edge of the scanner box, in world units.
- `w: number` — The width of the scanner box, in world units.
- `h: number` — The height of the scanner box, in world units.
- `world: { x: number; y: number; w: number; h: number }` — The whole playfield the scanner covers.
- `view?: { x: number; y: number; w: number; h: number }` — The part of it currently on screen — drawn as a box inside the scanner.
- `contacts: readonly Contact[]` — The contacts to draw as dots, at world positions.
- `style?: Style` — The line style of the scanner outline. Also the last-resort blip style.
- `viewStyle?: Style` — The style of the `view` box. Default: `style`.
- `blipStyle?: Style` — The style of a contact dot. Default: `style`.
- `blipStyles?: Record<string, Style>` — Styles by contact `kind`. A contact without a match uses `blipStyle`.

### `Style`

```ts
interface Style
```

Structurally a subset of the vector layer's `LineStyle`.

- `color?: string` — The stroke color, as a CSS color string.
- `color2?: string` — The color at the far end of each stroke — a gradient along the line.
- `width?: number` — The stroke width, in world units.
- `glow?: number` — The intensity of the phosphor halo. 0 gives a clean line.
- `alpha?: number` — The opacity of the stroke, 0..1.
- `dash?: number` — The dash period, in world units. 0 gives a solid line.
- `dwell?: number` — Beam dwell 0..1: how much the ends of each stroke brighten and fatten.
- `z?: number` — The depth of the stroke in the vector pass. Bigger is in front.

### `TallyOptions`

```ts
interface TallyOptions
```

Options for `tally()`: where the row starts, how many icons and their shape.

- `x: number` — The x position of the first icon's centre, in world units.
- `y: number` — The y position of the icons' centres, in world units.
- `count: number` — How many icons to draw (lives, bombs, ammo).
- `size?: number` — Half the icon's height, in world units: the shape is scaled by it. Default 10.
- `gap?: number` — Distance between icon centres, in world units. Default 1.8 × `size`.
- `shape?: readonly XY[]` — The icon as a closed outline in units of `size`, centred on (0, 0), y down. Default a ship chevron.
- `style?: Style` — The line style of the icons.

### `TextOptions`

```ts
interface TextOptions
```

Options for `InstrumentTarget.text()`. A subset of the vector layer's text options.

- `size?: number` — Cap height of the text, in world units.
- `align?: 'left' | 'center' | 'right'` — Horizontal anchor of the text at its x position.
- `spacing?: number` — Gap between glyphs, as a fraction of `size`.
- `style?: Style` — The line style of the text strokes.

### `XY`

```ts
interface XY
```

A 2D point: `x` across, `y` down. Contacts and map rooms extend it; `poly()` takes a list of them.

- `x: number` — The x position, across.
- `y: number` — The y position, down.

---

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