---
title: "Interaction rules: API"
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/api
site: Phaser - https://phaser.io
---

# Interaction rules: API

`@phaser-ae/interaction-rules` — One table of what happens when one kind of thing meets another: overlap rules, extra conditions and named verbs, over plain objects.

## The pack

### `interactionRules`

```ts
function interactionRules(): Pack<{ interactionRules: InteractionRulesApi }>
```

The `interaction-rules` pack. Pure logic, so it needs no backend and runs headless.

## Helpers

### `createInteractions`

```ts
function createInteractions<E extends Kinded, C = void>(): Interactions<E, C>
```

Creates an empty Interactions table.

### `where`

```ts
const where: { sameLane: (tol?: number) => (a: { lane?: number; }, b: { lane?: number; }) => boolean; samePlane: (tol?: number) => (a: { plane?: number; }, b: { plane?: number; }) => boolean; facing: (arc: number) => (a: XY & { rot?: number; }, b: XY) => boolean; notOwn: () => (a: { owner?: unknown; }, b: unknown) => boolean; }
```

Spatial constraints for a rule's `when`. Combine them with `&&`.

## Classes

### `Interactions`

```ts
class Interactions<E extends Kinded, C = void>
```

The rule table. Add rules with `on`, then call `resolve` or `pair` each frame.

- `on(from: string, to: string, rule: Rule<E, C>): this` — Adds a rule for kind `from` meeting kind `to`. Returns this, for chaining.
- `rulesFor(from: string, to: string): Rule<E, C>[]` — Rules registered for a pair of kinds.
- `resolve(actors: readonly E[], ctx: C): number` — Test every ordered pair in one list and run what matches. Returns how many rules fired. An actor whose `alive` turns false mid-sweep is skipped for the rest of it, so a shot cannot kill two things at once by accident.
- `pair(from: readonly E[], to: readonly E[], ctx: C): number` — Two separate lists — shots against rocks, without testing rocks on rocks.
- `fire(verb: string, a: E, b: E, ctx: C): boolean` — Fire a NAMED verb at a target — drill, dock, capture, rescue, kick, tow. These are pressed, not collided with, so they never come out of the sweep. Returns true if a rule matched and ran.
- `target(verb: string, a: E, candidates: readonly E[], ctx: C): E | null` — The best target for a verb, nearest first.

## Types

### `InteractionRulesApi`

```ts
type InteractionRulesApi = typeof kit
```

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

### `Kinded`

```ts
interface Kinded extends XY
```

The one thing an interaction needs to know about an actor.

- `kind: string` — The actor's kind name — the key the rules match on.
- `radius?: number` — Collision radius. The overlap distance is the two radii added.
- `alive?: boolean` — Anything falsy here is skipped. Default: treated as alive.

### `Rule`

```ts
interface Rule<E extends Kinded, C>
```

One rule in an Interactions table: when two kinds meet, what happens.

- `verb?: string` — Named so a verb can pick it out; omit for a plain collision rule.
- `when?(a: E, b: E, ctx: C): boolean` — Extra test beyond the overlap — same lane, same plane, line of sight.
- `radius?: number` — Overlap distance. Default: the two actors' `radius` added.
- `anyRange?: boolean` — Skip the distance test entirely (a verb that works at any range).
- `then(a: E, b: E, ctx: C): void` — Runs when the rule matches.

### `XY`

```ts
interface XY
```

A 2D point: the `x` and `y` position.

- `x: number` — The x position.
- `y: number` — The y position.

---

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