---
title: "Interaction rules"
package: "@phaser-ae/interaction-rules"
tier: Pro
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "One table of what happens when one kind of thing meets another, with overlap rules, extra conditions and named verbs, over plain objects with a position and a kind."
url: https://phaser.io/packs/interaction-rules
site: Phaser - https://phaser.io
---

# Interaction rules

One table of "what happens when X meets Y", instead of a collision callback per pair scattered through an update loop.
Rules are registered for pairs of kinds, run once a frame over your actors, and read like the game's design.

## What it does

An actor is any plain object with an `x`, a `y` and a `kind`, and optionally a `radius` and an `alive` flag. You build
a table with `createInteractions` and add rules with `on(from, to, …)`: a shot meeting a mine splits the mine and
scores, a ship meeting the sun dies. A rule matches when the two are within their radii added, or a reach of its own,
or at any range, and its optional `when` test holds. Each frame, `resolve` tests every ordered pair in one list, or
`pair` tests two lists against each other, shots against rocks without rocks against rocks.

The sweep respects deaths as it goes: once an actor's `alive` turns false it stops counting for the rest of the sweep,
so a shot that has already hit cannot also take out the rock behind it. Each rule receives a context you choose,
usually the game state, so its effect is a line of code beside the rule rather than a branch in the update loop.

Some interactions are actions rather than collisions. A rule with a `verb`, such as steal, dock or capture, never fires
in a sweep; your game fires it when the player presses a button, and `target` finds the nearest candidate the verb
would match.

## Features

- **Rules by kind** — one way round for each pair, chainable, with as many rules per pair as you need.
- **Reach and conditions** — the two radii by default, a fixed reach, or any range, plus a `when` test for anything
  else.
- **Death-aware sweeps** — one list against itself or two lists against each other, returning how many rules fired.
- **Named verbs** — pressed rather than collided, with the nearest valid target found for you.
- **Ready-made conditions** — `where.sameLane` for tube lanes, `where.samePlane` for depth planes, `where.facing` for a
  facing cone and `where.notOwn` so a shot never hits the thing that fired it.

## Good for

- **Vector shooters** with a handful of rules: shots and mines, ships and suns, shots and enemies.
- **Games with thieves and cargo**, where an enemy steals a canister and the player rescues it.
- **Tube and lane shooters**, where only actors in the same lane or depth plane can meet.
- **Board and token games** whose pieces are plain objects and whose meetings are rules.
- **Any game whose rules should read as data**, so a designer can see every interaction in one place.

## Make it yours

The table is yours to fill: the kinds, the rules, the reach, the conditions and what each rule does. Rules can be
combined with `&&` in a `when`, and the context type is the game state you pass, so a rule can score, spawn, split or
end the game.

Two very different uses: an asteroid-field shooter where shots are swept against rocks with `pair`, `where.notOwn`
keeps a ricochet off its owner, and the ship dies on touching the sun at a reach of its own; and a tow-and-dock game
where nothing collides at all, and every interaction is a verb the player presses, with `target` picking the nearest
ship that can be docked with.

## A quick look

Three rules, one of them a verb, resolved once a frame:

```ts
import { createInteractions, where, type Kinded } from '@phaser-ae/interaction-rules';
type Actor = Kinded & { id: number; owner?: Actor };
const rules = createInteractions<Actor, Game>()
  .on('shot', 'mine', { when: where.notOwn(), then: (s, m, g) => { s.alive = false; g.split(m); g.score(750); } })
  .on('ship', 'sun', { radius: 40, then: (_, __, g) => g.die() })
  .on('thief', 'canister', { verb: 'steal', then: (t, c) => { t.cargo = c; } });
game.step('rules', () => { rules.resolve(actors, state); });
```

## Works with

- `maths` — used for the facing test's angles.
- `collision` — for kernel objects with tags, its overlap rules do the same job on a spatial hash, and scale to
  thousands.

## Good to know

- The sweep tests every pair in the list it is given: right for dozens of actors, wrong for thousands, where
  `collision` is the better choice.
- Overlap is circles only; any other shape test goes in `when`.
- Rules are one way round: a rule for a shot meeting a rock does not fire for a rock meeting a shot.
- The pack is pure logic and runs headless, with no options of its own.

---

## For AI agents: Phaser AE

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