---
title: "Lane control: API"
package: "@phaser-ae/lane-control"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Parallel lanes of moving things with exact spacing, for road traffic, river logs, diving turtles, conveyor belts, queues and timed release streams."
url: https://phaser.io/packs/lane-control/api
site: Phaser - https://phaser.io
---

# Lane control: API

`@phaser-ae/lane-control` — Parallel lanes of moving things with exact spacing: traffic, river logs, conveyors, queues and timed release streams, as plain data.

## The pack

### `laneControl`

```ts
function laneControl(): Pack<{ laneControl: typeof rules; }>
```

Install pure lane motion, occupancy, edge policies, timed activity and replay.

## Helpers

### `createLaneControl`

```ts
function createLaneControl(definition: LaneField): Timeline<LaneField, LaneState, Advance>
```

The field as a command timeline: `apply({ kind: 'advance', seconds })` (0.001 to 60 s, whole milliseconds; adjacent
advances merge into one undo step up to 60 s), `undo`, `redo`, `reset`, `snapshot()` (a JSON-safe save of the
definition and the commands) and a validated `restore`. `state` and `definition` are detached copies. Throws on an
invalid field.

### `createLaneWindow`

```ts
function createLaneWindow<T>(options:LaneWindowOptions, generate:(index:number)=>LaneRow<T>)
```

Own live row lifetimes independently of any camera or renderer, for endless crossing games. Wrapped rows share a
global clock; released rows start their release schedule on activation. Focus never resurrects retired rows.
New rows are built and validated before changing the live window, so generation failures are atomic.
Returns `focus(index)` (move forward; throws on a step back), `advance(ms)` (0 to 60000 whole milliseconds),
`rows` (detached `LaneWindowRow`s in index order) and `stats` (anchor, time, live, created, retired, first, last).
Throws `Invalid lane window` on options out of range, and whatever `validateLaneField` throws for a bad row.

### `laneIntervals`

```ts
function laneIntervals(item: Pick<LaneItem, 'x' | 'width'>, length: number, boundary: LaneDefinition['boundary'] = 'wrap'): { left: number; right: number; }[]
```

Clip a wrapping physical item into visible intervals; its identity remains the same at the seam.

### `laneOverlap`

```ts
function laneOverlap(item: Pick<LaneItem, 'x' | 'width'>, x: number, radius: number, length: number, boundary: LaneDefinition['boundary'] = 'wrap'): boolean
```

Whether a footprint centred at `x` with half-width `radius` overlaps the item's visible span or spans in a field of
`length`; touching edges do not count.

### `lanePhase`

```ts
function lanePhase(item: Pick<LaneItem, 'cycle'>, time: number): LanePhase
```

The phase of the item's cycle at `time` milliseconds; always 'surface' for an item without a cycle.

### `laneRuntime`

```ts
function laneRuntime(definition: LaneField)
```

The bare simulation of a field, for code that owns its own clock: `advance(ms)` runs whole 10 ms ticks (0 to 60000
whole milliseconds a call, the remainder carried), and `state` and `definition` are live, not copies, so do not
mutate them. Validates the field first (see {@link validateLaneField}). Use {@link createLaneControl} for undo,
redo and saves.

### `laneSpacing`

```ts
function laneSpacing(items: Pick<LaneItem, 'x' | 'width'>[], length: number, wrap: boolean): number
```

Check actual edge-to-edge gaps, including the periodic seam.

### `laneSupports`

```ts
function laneSupports(item: Pick<LaneItem, 'x' | 'width'>, x: number, radius: number, length: number, boundary: LaneDefinition['boundary'] = 'wrap'): boolean
```

Whether one visible span of the item wholly contains the footprint from `x - radius` to `x + radius` (to within
1e-8), so something standing there is supported.

### `sampleWrappingLanes`

```ts
function sampleWrappingLanes(d: LaneField, time: number): Record<string, LaneItem[]>
```

Every item's position at `time` whole milliseconds (0 to 24 hours), computed directly rather than simulated, for a
field whose lanes all wrap: a planner can look ahead without running the clock. Throws when a lane does not wrap or
the time is not a whole number of milliseconds in range.

### `validateLaneField`

```ts
function validateLaneField(d: LaneField): void
```

Check a field against the pack's limits: length 2 to 1000, 1 to 32 lanes with unique ids, speeds of at most 100
units per second, gaps from 0 to the length, at most 128 items per lane with unique ids, valid widths and cycles,
spacing at least the lane's gap, and releases only on non-wrapping moving lanes. Throws `Invalid lane field`,
`Invalid lane`, `Lane items overlap or violate minimum spacing` or `Invalid lane release schedule`.

### `wrapLane`

```ts
const wrapLane = (x: number, length: number)=> …
```

Wrap position `x` into 0 up to `length` (field units), rounded to nine decimal places so seam arithmetic is stable.

## Functions

### `generateLaneControl`

```ts
function generateLaneControl(o: { seed: number; boundary?: LaneDefinition['boundary']; difficulty?: 'easy' | 'medium' | 'hard'; lanes?: number; length?: number; }): { definition: LaneField; certificate: Advance[]; complexity: { patterns: string[]; counts: number[]; minimumGap: number; }; }
```

A demonstration fixture, not an authoring API: a seeded random field for the Lane Control lab and tests, with fixed
kinds (car, crate, log), alternating speeds of 1.1 and -0.9, `lanes` 1 to 6 and `length` 12 to 30. Seeds change item
counts, widths and release patterns; `difficulty` sets the gap and the release rate. The `certificate` is 30 s of
quarter-second advances it checked the spacing over. Throws on controls out of range. Author a `LaneField` for a game.

## Types

### `LaneCycle`

```ts
type LaneCycle = { … }
```

Visible warning and recovery surround an explicit submerged interval, in whole milliseconds.

- `surface: number` — Milliseconds the item is up and usable; a whole number from 500 to 60000.
- `warning: number` — Milliseconds of visible warning before it submerges; a whole number from 100 to 10000.
- `submerged: number` — Milliseconds spent under; a whole number from 100 to 10000.
- `rising: number` — Milliseconds of recovery as it comes back up; a whole number from 100 to 10000.
- `phase: number` — Milliseconds the cycle is already advanced at time 0; a whole number from 0 to 1000000.

### `LaneDefinition`

```ts
type LaneDefinition = { … }
```

One lane: its items all move at the lane's single shared, signed speed, and keep at least `gap` apart.

- `id: string` — Identifier unique within the field (lower-case letters, digits and hyphens, starting with a letter).
- `speed: number` — Signed speed in field units per second: positive moves toward `length`, negative toward 0; at most 100 either way.
- `gap: number` — Minimum edge-to-edge gap between items in field units, 0 to the field length; releases wait for it at the entrance.
- `boundary: 'wrap' | 'despawn' | 'stop'` — What happens at the far edge. `wrap`: items leave one end and re-enter the other with the same identity and spacing. `despawn`: an item is removed once its whole width has left. `stop`: the leading item halts at the edge and the rest queue behind it, `gap` apart.
- `items: LaneItem[]` — The items present at time 0, left edges inside the field, spaced at least `gap` (across the seam too when wrapping); at most 128.
- `release?: { /** Whole milliseconds between release attempts, 10 to 60000. A blocked attempt is skipped, never queued. */ every: number; /** The items released in turn, cycling (1 to 16 entries); each is an item without \`id\` or \`x\`. Released ids are \`released-<n>\`. */ pattern: Omit<LaneItem, 'id' | 'x'>[]; /** The most items the lane may hold at once, 1 to 128; an attempt at the limit counts as blocked. */ limit: number; }` — A timed release stream at the entrance, for a moving lane that does not wrap.

### `LaneField`

```ts
type LaneField = { … }
```

A field of parallel lanes sharing one length. `validateLaneField` checks it.

- `length: number` — Field length in units, 2 to 1000; wrapping lanes repeat with this period.
- `lanes: LaneDefinition[]` — The lanes, 1 to 32 of them, with unique ids.

### `LaneItem`

```ts
type LaneItem = { … }
```

One physical object in a lane, such as a car, a log or a crate.

- `id: string` — Identifier unique within the lane; it stays the same as the item wraps. Released items are named 'released-<n>'.
- `kind: string` — Semantic label such as 'car' or 'log' for the consumer to interpret; an identifier-style string.
- `x: number` — Position of the item's left edge in field units, from 0 up to the field length. In a non-wrapping lane the item must lie wholly inside the field at the start.
- `width: number` — Extent of the item along the lane in field units; above 0 and at most the field length minus the lane's gap.
- `cycle?: LaneCycle` — Optional activity cycle for items that sink and rise (diving turtles); absent means always on the surface.

### `LanePhase`

```ts
type LanePhase = 'surface' | 'warning' | 'submerged' | 'rising'
```

Where an item is in its activity cycle: 'surface' (usable), 'warning' (about to submerge), 'submerged' or 'rising'
(coming back up).

### `LaneRow`

```ts
type LaneRow<T> = { … }
```

A generated absolute row: arbitrary game metadata and an optional moving lane.

- `value:T` — The game's own data for the row (terrain, a safe strip, a river); structured-cloneable.
- `lane?:LaneDefinition` — The row's moving lane, if it has one, with the window's `length` as its field length.

### `LaneState`

```ts
type LaneState = { … }
```

The runtime state of a lane field: the clock, every lane's items and the release bookkeeping.

- `time: number` — Milliseconds simulated; always a multiple of the 10 ms tick.
- `remainder: number` — Milliseconds, 0 to 9, carried over towards the next 10 ms tick.
- `items: Record<string, LaneItem[]>` — Current items by lane id, released items included.
- `next: Record<string, number>` — By lane id, the `time` at which the next release is attempted; 0 for a lane without a release.
- `serial: Record<string, number>` — By lane id, how many items it has released; it picks the next pattern entry and numbers the released item.
- `exited: number` — Items that have wholly left the field in despawning lanes.
- `blocked: number` — Release attempts skipped because the entrance was occupied or the lane was at its limit.

### `LaneWindowOptions`

```ts
type LaneWindowOptions = { … }
```

Dimensions of a forward-only row window. Generation must be deterministic by absolute index.

- `length:number` — Every row's field length in units, 2 to 1000.
- `behind:number` — Rows kept behind the focus, 0 to 15.
- `ahead:number` — Rows built ahead of the focus, 1 to 30; behind + ahead + 1 is at most 32.
- `start?:number` — The first focus row index, 0 to 1e9. Default 0.
- `time?:number` — The shared clock at creation, whole milliseconds. Default 0.

### `LaneWindowRow`

```ts
type LaneWindowRow<T> = LaneRow<T> & { /** The row's absolute index, as passed to the generator. */ index:number; /** The lane's items now (empty for a row without a lane). */ items:LaneItem[]; }
```

Bounded streaming view; row indices and item identities do not change when old rows retire.

---

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