---
title: "Jetpack corridor runner: API"
package: "@phaser-ae/jetpack-runner-2d"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "The rules of a one-button endless jetpack runner, where you hold to fly a corridor past zappers, lasers and missiles, collect coins and ride vehicles that take a hit."
url: https://phaser.io/packs/jetpack-runner-2d/api
site: Phaser - https://phaser.io
---

# Jetpack corridor runner: API

`@phaser-ae/jetpack-runner-2d` — Hold to fly an endless lab corridor past zappers, lasers and missiles, grab coins and ride vehicles that take a hit, as in Jetpack Joyride.

## The pack

### `jetpackRunner2d`

```ts
function jetpackRunner2d(): Pack<{ jetpackRunner: JetpackRunnerApi }>
```

The `jetpack-runner-2d` pack: `game.jetpackRunner`, Jetpack Joyride's rules on runner-core. No options.

## Helpers

### `createJetpackAutopilot`

```ts
function createJetpackAutopilot(game: JetpackRunner, options: JetpackAutopilotOptions = {}): JetpackAutopilot
```

A jetpack run's autopilot. It only reads `game`; give its moves to `game.input`.

### `createJetpackRunner`

```ts
function createJetpackRunner(options: JetpackRunnerOptions = {}): JetpackRunner
```

Start a jetpack run. Throws, with every fault, on options it refuses.

### `jetpackChunks`

```ts
function jetpackChunks(options: { height?: number } = {}): RunnerChunk<JetpackItem>[]
```

Jetpack Joyride's corridor as chunks, for any corridor height: zappers level, upright, slanted, in tunnels, in
stairs, spinning and sliding; lasers in pairs and with one gap; tracking missiles alone and in volleys; coin
blocks and waves; vehicle tokens. Harder ones come further along. Heights are fractions of the corridor's.

### `jetpackMotion`

```ts
const jetpackMotion: JetpackMotion
```

The runner's jetpack.

### `jetpackVehicles`

```ts
const jetpackVehicles: Record<string, JetpackMotion>
```

The built-in vehicles.

### `validateJetpackRunner`

```ts
function validateJetpackRunner(options: JetpackRunnerOptions = {}): string[]
```

Check a jetpack run's options and chunks. Empty when it can be run.

## Types

### `JetpackAutopilot`

```ts
interface JetpackAutopilot
```

A player that picks the moves.

- `next(): JetpackMove[]` — The moves to give `input` now. Call it before each step.

### `JetpackAutopilotOptions`

```ts
interface JetpackAutopilotOptions
```

How the autopilot looks ahead.

- `horizon?: number` — Seconds a plan must live through. Default 1.3.
- `beyond?: number` — Seconds it looks on past that. Default 0.7.
- `levels?: number[]` — Heights it holds, as fractions of the corridor. Default 5 from floor to ceiling.
- `then?: number` — When a plan's second height (or a tap) comes. Default 0.4 s.
- `every?: number` — Seconds of run between decisions. Default 0.1.

### `JetpackCoins`

```ts
interface JetpackCoins
```

Coins in a block, a line or a wave.

- `kind: 'coins'` — Always `'coins'`: what tells this item from the other kinds in a chunk.
- `at: number` — Where the first column is along the chunk.
- `y: number` — The height of the bottom row.
- `cols?: number` — Columns. Default 1.
- `rows?: number` — Rows. Default 1.
- `every?: number` — Spacing. Default 1.
- `wave?: number` — A wave this high, one sway across the columns. Default 0.

### `JetpackEvent`

```ts
type JetpackEvent = | RunnerEvent<JetpackItem> | { kind: 'laser-warn'; id: string; y: number } | { kind: 'laser-fire'; id: string; y: number } | { kind: 'missile-warn'; id: string } | { kind: 'missile-launch'; id: string; y: number } | { kind: 'vehicle'; vehicle: string } | { kind: 'eject'; vehicle: string } | { kind: 'flip'; down: boolean } | { kind: 'hit'; what: string; id: string } | { kind: 'pickup'; id: string; x: number; y: number; vehicle?: string }
```

Something that happened in a jetpack run.

### `JetpackItem`

```ts
type JetpackItem = JetpackZapper | JetpackLaser | JetpackMissile | JetpackCoins | JetpackToken
```

What a jetpack chunk holds.

### `JetpackLaser`

```ts
interface JetpackLaser
```

A laser: when the runner reaches it, a beam across the whole screen warns, then fires, then goes.

- `kind: 'laser'` — Always `'laser'`: what tells this item from the other kinds in a chunk.
- `at: number` — Where along the chunk it is set off.
- `y: number` — The beam's height.
- `warn?: number` — Seconds of warning. Default 1.4.
- `fire?: number` — Seconds it fires. Default 1.

### `JetpackLaserView`

```ts
interface JetpackLaserView
```

A laser, as drawn.

- `id: string` — Stable while the laser is on: its chunk's index, a colon, then its place in the chunk's items.
- `y: number` — The beam's height above the floor, in world units.
- `state: 'warn' | 'fire'` — `'warn'` while the beam is only a warning, `'fire'` while it is deadly.
- `left: number` — Seconds until the current state ends: the warning gives way to firing, then firing ends.

### `JetpackMissile`

```ts
interface JetpackMissile
```

A missile: set off when the runner reaches it; a warning at the screen's edge tracks its height, then it flies in.

- `kind: 'missile'` — Always `'missile'`: what tells this item from the other kinds in a chunk.
- `at: number` — Where along the chunk it is set off.
- `y?: number` — Fly in at this height instead of tracking the runner.
- `warn?: number` — Seconds of warning: tracking, then a moment held. Default 1.3.
- `speed?: number` — Its speed, units a second, against the corridor. Default 28.

### `JetpackMissileView`

```ts
interface JetpackMissileView
```

A missile or its warning, as drawn.

- `id: string` — Stable while the missile is out: its chunk's index, a colon, then its place in the chunk's items.
- `x: number` — Distance along the corridor, in world units; while warning, the screen's edge ahead of the runner.
- `y: number` — Height above the floor, in world units; while warning it may still be following the runner.
- `state: 'warn' | 'fly'` — `'warn'` while the warning shows at the screen's edge, `'fly'` once the missile is coming in.
- `left: number` — Seconds of warning remaining; 0 once it flies.

### `JetpackMotion`

```ts
interface JetpackMotion
```

How the runner (or a vehicle) moves.

- `mode: 'thrust' | 'flip' | 'jump' | 'flap'` — `'thrust'`: hold to rise (the jetpack). `'flip'`: a tap turns gravity over. `'jump'`: a tap jumps from the floor, and holding floats down slowly. `'flap'`: a tap flaps upward.
- `gravity: number` — Gravity, units a second squared.
- `thrust?: number` — Thrust while held (`'thrust'`).
- `impulse?: number` — The speed a jump or a flap gives.
- `maxSpeed: number` — The fastest rise and fall.
- `height: number` — Height of the body.
- `width: number` — Width of the body.

### `JetpackMove`

```ts
type JetpackMove = 'hold' | 'release' | 'tap'
```

A move: hold or let go of the jetpack, or a tap for a vehicle.

### `JetpackRunner`

```ts
interface JetpackRunner
```

A jetpack run.

- `readonly run: Runner<JetpackItem>` — runner-core's run under it.
- `readonly state: JetpackRunnerState` — Where the runner is.
- `readonly options: Readonly<{ height: number; screenAhead: number; jetpack: JetpackMotion; vehicles: Record<string, JetpackMotion> }>` — The options, defaults filled in.
- `input(move: JetpackMove): void` — Hold or let go of the thrust, or tap (a vehicle's flip, jump or flap).
- `motion(): JetpackMotion` — How the runner moves now: its jetpack, or its vehicle's.
- `step(dt: number): void` — Advance `dt` seconds, in fixed steps of 1/120 s.
- `view(): JetpackView` — What is where.
- `drain(): JetpackEvent[]` — Events since the last call.
- `snapshot(): JetpackRunnerSave` — The run as plain JSON.
- `restore(save: JetpackRunnerSave): void` — Pick up a saved run made with the same options.
- `clone(): JetpackRunner` — A separate run with the same options at the same point.

### `JetpackRunnerApi`

```ts
interface JetpackRunnerApi
```

What the `jetpack-runner-2d` pack adds to a game: `game.jetpackRunner`.

- `create: typeof createJetpackRunner` — Start a jetpack run.
- `validate: typeof validateJetpackRunner` — Check a jetpack run's options; empty when it can be run.
- `chunks: typeof jetpackChunks` — The built-in corridor as chunks.
- `motion: typeof jetpackMotion` — The runner's jetpack.
- `vehicles: typeof jetpackVehicles` — The built-in vehicles.
- `autopilot: typeof createJetpackAutopilot` — A player that looks ahead, for an attract mode or a test.

### `JetpackRunnerOptions`

```ts
interface JetpackRunnerOptions
```

A jetpack run's options: the corridor, the runner, the vehicles, and runner-core's run.

- `height?: number` — The corridor's height. Default 9.
- `screenAhead?: number` — How far ahead of the runner the screen reaches: where missiles come from. Default 16.
- `jetpack?: Partial<JetpackMotion>` — How the runner moves on its own jetpack. Default `jetpackMotion`.
- `vehicles?: Record<string, JetpackMotion>` — The vehicles tokens give, by name. Default `jetpackVehicles`.
- `chunks?: RunnerChunk<JetpackItem>[]` — The chunks. Default `jetpackChunks({ height })`.
- `opening?: string[]` — Chunk ids played first. Default `['start']` with the built-in chunks.
- `powerUps?: Record<string, RunnerPowerUp>` — Power-ups besides the vehicles (a magnet's `data.reach`, a doubler's `multiplier`). Default none.
- `run?: Omit<RunnerOptions<JetpackItem>, 'chunks' | 'opening' | 'powerUps' | 'hits'>` — runner-core's options for the run.

### `JetpackRunnerSave`

```ts
interface JetpackRunnerSave
```

A jetpack run saved as plain JSON.

- `run: RunnerSave` — runner-core's save of the run under it.
- `state: JetpackRunnerState` — The runner's state.
- `clock: number` — Seconds the motor has run, which sets how far zappers have spun and slid.
- `taken: string[]` — Ids of the coins and tokens already picked up.
- `lasers: Laser[]` — Lasers now warning or firing, with the seconds each has been on.
- `missiles: Missile[]` — Missiles now warning or flying, with the seconds each has been out.

### `JetpackRunnerState`

```ts
interface JetpackRunnerState
```

Where the runner is and what it is doing.

- `x: number` — Distance along the corridor: runner-core's.
- `y: number` — Height of his feet (of his head, flipped).
- `vy: number` — Vertical speed.
- `holding: boolean` — Holding the thrust.
- `grounded: boolean` — On the floor (or the ceiling, flipped).
- `flipped: boolean` — Gravity turned over (a gravity suit).
- `vehicle: string | null` — The vehicle he is in, or null.
- `tumble: number` — After a hit ends the run: how far he tumbled on.

### `JetpackThingView`

```ts
interface JetpackThingView
```

A coin or a token, as drawn.

- `id: string` — Stable while the thing is in the corridor: a token's is its chunk index and item place; a coin's adds its column and row.
- `x: number` — Distance along the corridor, in world units.
- `y: number` — Height above the floor, in world units.
- `vehicle?: string` — For a token, the name of the vehicle it gives; absent on a coin.

### `JetpackToken`

```ts
interface JetpackToken
```

A token that puts the runner in a vehicle.

- `kind: 'token'` — Always `'token'`: what tells this item from the other kinds in a chunk.
- `at: number` — Where along the chunk.
- `y: number` — Its height.
- `vehicle: string` — The vehicle, by name in the run's `vehicles`.

### `JetpackView`

```ts
interface JetpackView
```

What is where, for a presenter.

- `runner: JetpackRunnerState & { height: number; width: number; speed: number; alive: boolean }` — The runner: its state, its body's size, and the speed.
- `height: number` — The corridor's height.
- `zappers: JetpackZapperView[]` — Every zapper in the loaded chunks, with its ends where its spin and slide have put them now.
- `lasers: JetpackLaserView[]` — Lasers now warning or firing.
- `missiles: JetpackMissileView[]` — Missiles now warning or flying.
- `coins: JetpackThingView[]` — Coins in the loaded chunks that have not been picked up.
- `tokens: JetpackThingView[]` — Vehicle tokens in the loaded chunks that have not been picked up.

### `JetpackZapper`

```ts
interface JetpackZapper
```

A zapper: a deadly bar between two posts, standing, spinning or sliding up and down.

- `kind: 'zapper'` — Always `'zapper'`: what tells this item from the other kinds in a chunk.
- `at: number` — Where its middle is along the chunk.
- `y: number` — The height of its middle.
- `length: number` — Its length, post to post.
- `angle?: number` — Its angle, radians: 0 is level, π/2 upright. Default 0.
- `spin?: number` — Spin, radians a second. Default 0.
- `sway?: number` — Slide up and down this far either way. Default 0.
- `period?: number` — The seconds one slide up and down takes. Default 2.

### `JetpackZapperView`

```ts
interface JetpackZapperView
```

A zapper, as drawn: its two ends.

- `id: string` — Stable while the zapper is in the corridor: its chunk's index, a colon, then its place in the chunk's items.
- `x1: number` — One end's distance along the corridor, in world units.
- `y1: number` — That end's height above the floor, in world units.
- `x2: number` — The other end's distance along the corridor, in world units.
- `y2: number` — The other end's height above the floor, in world units.

---

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