---
title: "Three-lane 3D runner: API"
package: "@phaser-ae/lane-runner-3d"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "The rules of an endless lane runner seen from behind, where you swipe between lanes, jump, roll and run the roofs of trains, collecting coins and power-ups."
url: https://phaser.io/packs/lane-runner-3d/api
site: Phaser - https://phaser.io
---

# Three-lane 3D runner: API

`@phaser-ae/lane-runner-3d` — Endless lane runner: swipe between lanes, jump, roll and fast-fall past trains and barriers, run the roofs, collect coins and power-ups, as in Subway Surfers.

## The pack

### `laneRunner3d`

```ts
function laneRunner3d(): Pack<{ laneRunner: LaneRunnerApi }>
```

The `lane-runner-3d` pack: `game.laneRunner`, Subway Surfers' rules on runner-core. No options.

## Helpers

### `createLaneAutopilot`

```ts
function createLaneAutopilot(game: LaneRunner, options: LaneAutopilotOptions = {}): LaneAutopilot
```

A lane run's autopilot. It never touches `game` but to read it; give the moves it returns to `game.input`.

### `createLaneRunner`

```ts
function createLaneRunner(options: LaneRunnerOptions = {}): LaneRunner
```

Start a lane run. Throws, with every fault, on options `validateLaneRunner` (or runner-core) refuses.

### `laneBodyDefaults`

```ts
const laneBodyDefaults: LaneBody
```

The body defaults.

### `laneRunnerPowerUps`

```ts
const laneRunnerPowerUps: Record<string, RunnerPowerUp>
```

The built-in power-ups: Subway Surfers' set.

### `subwayChunks`

```ts
function subwayChunks(lanes = 3, options: { trainHeight?: number } = {}): RunnerChunk<LaneItem>[]
```

Subway Surfers' track as chunks for any number of lanes: barriers to jump and roll, walls of trains with one lane
open, ramps up onto roofs and runs along them, trains that come at the runner, coin runs and power-ups, harder
ones further along. Every chunk starts with clear track, so the runner can reach any lane between chunks.

### `validateLaneRunner`

```ts
function validateLaneRunner(options: LaneRunnerOptions = {}): string[]
```

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

## Types

### `LaneAutopilot`

```ts
interface LaneAutopilot
```

A player that picks the next move.

- `next(): LaneMove[]` — The moves to make now (swipes, then a jump or a roll), empty to keep running. Call it before each step; it decides once every `every`.

### `LaneAutopilotOptions`

```ts
interface LaneAutopilotOptions
```

How the autopilot looks ahead.

- `horizon?: number` — Seconds a plan must live through. Default 1.5.
- `beyond?: number` — Seconds it looks on past that, running straight, to choose between plans that live. Default 1.
- `times?: number[]` — When a plan's jump or roll can come: now, or this many seconds later. Default `[0, 0.2, 0.4]`.
- `every?: number` — Seconds of run between decisions; `next()` returns no moves in between. Default 0.1.

### `LaneBarrier`

```ts
interface LaneBarrier
```

A barrier across a lane: the runner's body must pass above `top` or below `bottom`.

- `kind: 'barrier'` — Marks this item as a barrier.
- `lane: number` — Its lane.
- `at: number` — Where it stands, from the chunk's start.
- `bottom: number` — The height of its underside: a runner whose head is below it rolls under.
- `top: number` — The height of its top: a runner whose feet are above it jumps over.
- `look?: string` — What it is, for the drawing: 'hurdle', 'overhead', 'gate' or a game's own.
- `hit?: 'crash' | 'stumble'` — What touching it does. Default `'crash'`.

### `LaneBarrierView`

```ts
interface LaneBarrierView
```

A barrier, as drawn.

- `id: string` — Unique id in the run: `<chunk index>:<item index>`.
- `lane: number` — Its lane, from 0 on the left.
- `x: number` — The x of its lane's middle, world units.
- `z: number` — Where it stands along the run, world units.
- `bottom: number` — The height of its underside, world units.
- `top: number` — The height of its top, world units.
- `look: string` — What it is, for the drawing: 'hurdle', 'overhead', 'gate', a game's own, or 'barrier' when the chunk says none.

### `LaneBody`

```ts
interface LaneBody
```

The runner's body and moves.

- `height: number` — Standing height. Default 1.8.
- `rollHeight: number` — Height while rolling. Default 0.7.
- `halfWidth: number` — Half its width. Default 0.3.
- `halfDepth: number` — Half its depth along the run. Default 0.3.
- `jumpHeight: number` — How high a jump goes. Default 1.4.
- `jumpTime: number` — How long a jump is in the air, on the flat. Default 0.65 s.
- `rollTime: number` — How long a roll lasts. Default 0.55 s.
- `changeTime: number` — Seconds to move one lane across. Default 0.18.
- `fastFall: number` — The speed a roll in the air drives the runner down at. Default 30.
- `stepUp: number` — The height of an edge the runner steps up onto rather than hits (a ramp's start). Default 0.4.

### `LaneCoins`

```ts
interface LaneCoins
```

A run of coins down a lane, straight or arched over something.

- `kind: 'coins'` — Marks this item as a run of coins.
- `lane: number` — Its lane.
- `at: number` — Where the first coin is, from the chunk's start.
- `count?: number` — How many. Default 1.
- `every?: number` — The spacing. Default 3.
- `y?: number` — The height of the first and last coin. Default 1.
- `arc?: number` — How high the middle coins rise above that, in an arch. Default 0: straight.

### `LaneEvent`

```ts
type LaneEvent = | RunnerEvent<LaneItem> | { kind: 'jump' } | { kind: 'roll' } | { kind: 'land'; on: string | null } | { kind: 'bump'; side: -1 | 1 } | { kind: 'scrape'; id: string } | { kind: 'crash'; id: string; what: string } | { kind: 'pickup'; id: string; x: number; y: number; z: number; power?: string } | { kind: 'board' }
```

Something that happened in a lane run: runner-core's events, and the motor's own.

### `LaneItem`

```ts
type LaneItem = LaneTrain | LaneBarrier | LaneCoins | LanePickup
```

What a lane chunk holds.

### `LaneMove`

```ts
type LaneMove = 'left' | 'right' | 'jump' | 'roll' | 'board'
```

A move.

### `LanePickup`

```ts
interface LanePickup
```

A power-up to pick up, by its name in the run's `powerUps`.

- `kind: 'power'` — Marks this item as a power-up pickup.
- `lane: number` — Its lane.
- `at: number` — Where it is, from the chunk's start.
- `power: string` — The power-up it starts.
- `y?: number` — Its height. Default 1.

### `LaneRunner`

```ts
interface LaneRunner
```

A lane run.

- `readonly run: Runner<LaneItem>` — runner-core's run under it: score, coins, speed, power-ups, stumbles.
- `readonly state: LaneRunnerState` — Where the runner is.
- `readonly options: Readonly<{ lanes: number; laneWidth: number; trainHeight: number; trainWidth: number; body: LaneBody; boardPower: string; coinRadius: number }>` — The options, defaults filled in.
- `laneX(lane: number): number` — The x of a lane's middle.
- `input(move: LaneMove): void` — A move, applied on the next step: swipes queue and turn back, jumps and rolls wait for the ground.
- `step(dt: number): void` — Advance `dt` seconds, in fixed steps of 1/120 s.
- `view(): LaneView` — What is where.
- `drain(): LaneEvent[]` — Events since the last call.
- `snapshot(): LaneRunnerSave` — The run as plain JSON.
- `restore(save: LaneRunnerSave): void` — Pick up a saved run made with the same options.
- `clone(): LaneRunner` — A separate run made with the same options, at the same point: to try moves on without touching this one.

### `LaneRunnerApi`

```ts
interface LaneRunnerApi
```

What the `lane-runner-3d` pack adds to a game: `game.laneRunner`.

- `create: typeof createLaneRunner` — Start a lane run.
- `validate: typeof validateLaneRunner` — Check a lane run's options; empty when it can be run.
- `chunks: typeof subwayChunks` — The built-in track as chunks, for any number of lanes.
- `powerUps: typeof laneRunnerPowerUps` — The built-in power-ups.
- `body: typeof laneBodyDefaults` — The runner's body defaults.
- `autopilot: typeof createLaneAutopilot` — A player that looks ahead, for an attract mode or a test.

### `LaneRunnerOptions`

```ts
interface LaneRunnerOptions
```

A lane run's options: the track, the body, and runner-core's run.

- `lanes?: number` — How many lanes. Default 3.
- `laneWidth?: number` — Their width. Default 2.6.
- `startLane?: number` — The lane the runner starts in. Default the middle.
- `trainHeight?: number` — A train's roof height, when a train does not say. Default 3.4.
- `trainWidth?: number` — A train's width, as a fraction of the lane. Default 0.82.
- `body?: Partial<LaneBody>` — The runner's body and moves.
- `chunks?: RunnerChunk<LaneItem>[]` — The chunks the run is built from. Default `subwayChunks(lanes)`.
- `opening?: string[]` — Chunk ids played first. Default `['runway']` with the built-in chunks, none otherwise.
- `boards?: number` — Hoverboards in hand at the start. Default 3.
- `boardPower?: string` — The power-up a hoverboard starts. Default `'hoverboard'`.
- `powerUps?: Record<string, RunnerPowerUp>` — The power-ups, by name. What each does comes from its definition: `shield` (a hoverboard), `multiplier` (a doubler), and the motor's `data`: `reach` pulls in coins that far ahead from every lane (a magnet), `fly` lifts the runner to that height over everything (a jetpack), `jump` is the jump height while it runs (super sneakers). Default `laneRunnerPowerUps`.
- `coinRadius?: number` — How far from a coin's centre the runner picks it up. Default 0.9.
- `run?: Omit<RunnerOptions<LaneItem>, 'chunks' | 'opening' | 'powerUps' | 'hits'>` — runner-core's options for the run: seed, speed, stumbles, grace, score, milestone, ahead and behind.

### `LaneRunnerSave`

```ts
interface LaneRunnerSave
```

A lane run saved as plain JSON.

- `run: RunnerSave` — runner-core's saved run: score, speed, power-ups and the chunks laid.
- `state: LaneRunnerState` — The runner's state.
- `moving: [string, number][]` — The fronts of the moving trains, as [train id, front z in world units].
- `taken: string[]` — Ids of the coins and pickups already collected.
- `struck: string[]` — Ids of the barriers and trains already struck, so each counts once.
- `sky: [number, number][]` — The jetpack trail's coins still ahead, as [lane, z in world units].

### `LaneRunnerState`

```ts
interface LaneRunnerState
```

Where the runner is and what it is doing.

- `x: number` — Across, in world units (0 is the middle of the track).
- `y: number` — Height of its feet.
- `z: number` — Along the run: runner-core's distance.
- `vy: number` — Vertical speed.
- `lane: number` — The lane it is in or heading for.
- `from: number` — The lane it left, while it changes.
- `grounded: boolean` — On something (the ground, a ramp or a roof).
- `on: string | null` — What it stands on: a train's id, or null for the ground or the air.
- `rolling: number` — Seconds of roll left.
- `rollOnLand: boolean` — It will roll when it lands (a roll pressed in the air).
- `flying: boolean` — Up on a jetpack.
- `boards: number` — Hoverboards in hand.
- `jumps: number` — Jumps, rolls and lane changes made.
- `rolls: number` — Rolls made.
- `changes: number` — Lane changes made.
- `flights: number` — Jetpack flights taken.

### `LaneThingView`

```ts
interface LaneThingView
```

A coin or a pickup, as drawn.

- `id: string` — Unique id in the run: `<chunk index>:<item index>[:<coin index>]`, or `sky:<flight>:<z>` for a jetpack coin.
- `x: number` — Across, world units (0 is the middle of the track).
- `y: number` — Height above the track, world units.
- `z: number` — Along the run, world units.
- `power?: string` — A pickup's power-up name; absent on a coin.

### `LaneTrain`

```ts
interface LaneTrain
```

A train: a block a lane wide with a roof to run on, standing or coming at the runner, with a ramp up to it.

- `kind: 'train'` — Marks this item as a train.
- `lane: number` — Its lane, from 0 on the left.
- `at: number` — Where its front is, from the chunk's start. For a moving train, where its front meets the runner.
- `length: number` — How long it is.
- `height?: number` — Its roof's height. Default the run's `trainHeight`.
- `speed?: number` — Speed towards the runner, units a second. Default 0: standing.
- `ramp?: number` — A ramp this long in front of it, up to the roof. Default none.

### `LaneTrainView`

```ts
interface LaneTrainView
```

A train, as drawn.

- `id: string` — Unique id in the run: `<chunk index>:<item index>`.
- `lane: number` — Its lane, from 0 on the left.
- `x: number` — The x of its lane's middle, world units.
- `front: number` — Where its front is along the run, world units; a moving train's front closes on the runner.
- `length: number` — How long it is, world units.
- `height: number` — Its roof's height, world units.
- `ramp: number` — The length of the ramp in front of it up to the roof; 0 for none.
- `moving: boolean` — Whether it comes towards the runner rather than standing.

### `LaneView`

```ts
interface LaneView
```

What is where, for a presenter.

- `runner: LaneRunnerState & { height: number; board: boolean; speed: number }` — The runner.
- `trains: LaneTrainView[]` — Trains from `behind` to `ahead`.
- `barriers: LaneBarrierView[]` — Barriers.
- `coins: LaneThingView[]` — Coins not yet taken, the jetpack's trail among them.
- `pickups: LaneThingView[]` — Power-ups not yet taken.
- `chaser: number` — How close the inspector is, 1 on the runner's heels to 0 gone.

---

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