---
title: "Letter tiles and selection: API"
package: "@phaser-ae/letter-tiles"
tier: Pro
version: 3.0.0-1
released: 2026-10-21
updated: 2026-10-21
description: "Draws any word game's letters on tiles, follows the drag that selects them and shows each selection as one stroke, from a clean line to neon or fire."
url: https://phaser.io/packs/letter-tiles/api
site: Phaser - https://phaser.io
---

# Letter tiles and selection: API

`@phaser-ae/letter-tiles` — Letter tiles laid out as grids, wheels, rows or crosswords, with smooth drag selection, elastic trails and shader strokes from clean to fire.

## The pack

### `letterTiles`

```ts
function letterTiles(): Pack<{ letterTiles: LetterTilesApi }>
```

The letter-tiles pack. Composed after typography and sprite-shaders; particles-2d, when composed too, gives bursts.

## Helpers

### `extendPath`

```ts
function extendPath(path: ReadonlyArray<number>, tile: number, places: ReadonlyArray<TilePlace>, opts: { readonly mode: 'path' | 'free'; readonly diagonals?: boolean; readonly backtrack?: boolean; readonly max?: number; readonly canAdd?: (path: ReadonlyArray<number>, tile: number) => boolean; }): number[]
```

The path after the pointer reaches `tile`: unchanged, one tile longer, or one shorter when it goes back onto the
tile before the last (with `backtrack`). `canAdd` has the last word on a new tile. `path` mode also needs the new tile
to touch the last one in the grid (sides and, with `diagonals`, corners); `free` mode takes any tile not used yet.

### `layoutTiles`

```ts
function layoutTiles(layout: TileLayout): TilePlace[]
```

The place of every tile a layout makes, in order. Throws a RangeError for a count or size that is not a number.

### `linePath`

```ts
function linePath(from: number, x: number, y: number, places: ReadonlyArray<TilePlace>, diagonals = true): number[]
```

The tiles of a straight line in a grid from tile `from` towards a point: the line snaps to the nearest of the eight
directions (four with `diagonals` false), as long as the drag reaches along it, and stops at the last tile that
exists. Returns the tiles from `from` to the end, in order.

### `STROKE_EFFECTS`

```ts
const STROKE_EFFECTS: Readonly<Record<Exclude<StrokeEffectName, 'clean'>, StrokeEffect>>
```

The shader effects behind the stroke names. Each reads the stroke's own shape (its alpha) and draws round and over it;
`unit` is one tile. Copy one to make your own: `{ ...STROKE_EFFECTS.neon, params: { ...STROKE_EFFECTS.neon.params, reach: 0.5 } }`.

### `TILE_STYLES`

```ts
const TILE_STYLES: Readonly<Record<'cream' | 'slate' | 'candy' | 'glass' | 'ink', TileStyle>>
```

The built-in tile looks, by name. Copy one and change it, or pass its name.

### `tileAt`

```ts
function tileAt(places: ReadonlyArray<TilePlace>, x: number, y: number, reach = 0.42): number
```

The tile under a point, or -1: the nearest tile whose centre is within `reach` times its size. That is a circle, so
0.5 touches the tile's sides and leaves its corners out; the default 0.42 keeps well inside them, so a diagonal drag
does not catch a neighbour on its way past, and 0.71 takes in the whole square.

## Types

### `BoardOptions`

```ts
interface BoardOptions
```

A board's options. Only `layout` is required.

- `layout: TileLayout` — Where the tiles go.
- `letters?: ReadonlyArray<string> | string` — The letters, one a tile, as an array or a string of single letters. A tile may hold more than one (`'qu'`). Default blank.
- `style?: keyof typeof TILE_STYLES | TileStyle` — A style by name (`TILE_STYLES`) or your own; a style of your own fills its gaps from `cream`. Default `'cream'`.
- `layer?: string` — The layer the board draws on. Default the world's first.
- `z?: number` — The board's depth in its layer; its pieces take z to z + 4. Default 0.
- `space?: 'world' | 'screen'` — `world` (the default) maps pointers through the 2D world's camera; `screen` takes them as they are, for a HUD layer.
- `select?: SelectOptions | false` — The drag, or false for a board that only shows letters. Default false.
- `stroke?: StrokeOptions` — How the selection is drawn.
- `enter?: 'pop' | 'fade' | 'drop' | 'none'` — How the tiles arrive: popping up one after another, fading in, dropping in from above, or at once. Default `'pop'`.
- `burst?: TileBurst | false` — Throw particles from the tiles of an accepted selection, when particles-2d is composed: a preset, a recipe of your own, or false. Default `'sparks'`. Throws for an unknown preset.

### `CommitEvent`

```ts
interface CommitEvent
```

A finished selection, as the `commit` event reports it.

- `readonly path: ReadonlyArray<number>` — The tiles, in order.
- `readonly word: string` — Their letters together, lower case.
- `readonly verdict: 'accept' | 'reject' | 'repeat' | 'none'` — What the judge said, as a kind.

### `GlyphFrame`

```ts
interface GlyphFrame
```

One letter (or a short string such as `Qu`), baked: its frame, its size and where to put it to centre its ink.

- `readonly key: string` — What was baked, for telling frames apart.
- `readonly frame: number` — The atlas frame.
- `readonly width: number` — The frame's width at the baked size, logical units.
- `readonly height: number` — The frame's height at the baked size, logical units.
- `readonly dx: number` — From the ink's centre to the frame's centre, across, at the baked size: add it (scaled) to the tile's centre.
- `readonly dy: number` — From the capital height's centre to the frame's centre, down, at the baked size: letters share one baseline.
- `readonly cap: number` — The font's capital height at the baked size: a letter `L` units tall is drawn at `L / cap` of its baked size.

### `Highlight`

```ts
interface Highlight
```

A kept highlight.

- `readonly id: number` — Its id, for `unhighlight`.
- `readonly path: ReadonlyArray<number>` — Its tiles.
- `readonly color: string` — Its colour.

### `LetterBoard`

```ts
interface LetterBoard
```

A board of letter tiles. Make one with `game.letterTiles.board(options)`.

- `readonly tiles: ReadonlyArray<LetterTile>` — The tiles, in layout order.
- `readonly path: ReadonlyArray<number>` — The tiles selected now, in order; empty when nothing is.
- `readonly word: string` — The letters of `path` together, lower case.
- `readonly selecting: boolean` — Is a drag or a trace selecting now?
- `readonly highlights: ReadonlyArray<Highlight>` — The highlights kept on the board.
- `enabled: boolean` — Pointer input on or off; a trace still runs. Default on.
- `stroke: StrokeOptions` — The stroke's look, live: set `color`, `effect`, `width` and the rest, and the next frame draws it.
- `setLetters(letters: ReadonlyArray<string> | string, opts?: { flip?: boolean; stagger?: number }): void` — Change every letter at once, which a flip still to land a letter no longer does; with `flip`, each tile turns over to its new letter instead, `stagger` seconds apart (default 0.04).
- `relayout(layout: TileLayout, opts?: { duration?: number; letters?: ReadonlyArray<string> | string; enter?: 'pop' | 'fade' | 'drop' | 'none'; stagger?: number }): void` — Move the tiles to a new layout, gliding to their new places and sizes over `duration` seconds (default 0.35; 0 moves them at once). A layout with more places adds tiles at the end, arriving as `enter` says (default a pop), `stagger` seconds apart (default 0.03, less when many arrive); fewer takes tiles off the end, shrinking out. `letters` sets every tile's letters at once: a word row that grows and shrinks as a player types. A highlight that names a tile taken off goes, a trace through one stops (unjudged, fading as `clear` fades it), and a drag keeps only its tiles before the first one taken off. Throws for a duration or stagger that is negative or not a number.
- `alpha: number` — The whole board's opacity, 0..1, over every tile's own and the stroke's: fade a board out as it scrolls away. Default 1.
- `burst: TileBurst | false` — The particles an accepted word throws, live: a preset, a recipe of your own, or false. Starts as the board option's. Throws for an unknown preset.
- `arrange(order: ReadonlyArray<number>, opts?: { duration?: number }): void` — Move tiles between places: afterwards place `i` holds the tile that was at `order[i]`, gliding there. The tiles array is reordered to match, so index `i` is still the tile at place `i`. A letter wheel's shuffle. `duration` defaults to 0.4 seconds; 0 moves them at once. Throws for an order that is not every index once, or a duration that is negative or not a number.
- `select(path: ReadonlyArray<number>): void` — Show `path` as the current selection, as a drag would. Throws for an index that is not a tile of the board.
- `trace(path: ReadonlyArray<number>, opts?: { speed?: number; then?: 'judge' | 'hold' | 'clear' }): void` — Trace `path` tile by tile, `speed` tiles a second (default 7), then judge it (default) or just hold it. Throws for an index that is not a tile of the board.
- `commit(): CommitEvent['verdict']` — Judge the current selection now, as letting go would, and return the verdict.
- `clear(): void` — Drop the current selection, fading its stroke.
- `accept(path?: ReadonlyArray<number>, opts?: { color?: string; keep?: boolean; burst?: boolean | TileBurst; stroke?: boolean }): number` — Animate an accepted word on `path` (default the current selection): bounce, burst, and keep it as a highlight if asked. `burst` is true for the board's (the default), false for none, or a preset or recipe for this word alone. A word not kept flashes its stroke as it fades, unless `stroke` is false (an answer row that was never dragged across). Returns the highlight's id, or -1. Throws for an index that is not a tile of the board, or an unknown burst preset.
- `reject(path?: ReadonlyArray<number>, opts?: { stroke?: boolean }): void` — Animate a rejected word on `path` (default the current selection): shake, and flash its stroke red unless `stroke` is false. Throws for an index that is not a tile of the board.
- `highlight(path: ReadonlyArray<number>, color?: string): number` — Keep `path` highlighted in `color` (default the next of the found palette). Returns its id. Throws for an index that is not a tile of the board.
- `unhighlight(id: number): void` — Remove one highlight.
- `clearHighlights(): void` — Remove every highlight.
- `tileAt(x: number, y: number): number` — The tile under a world point, or -1.
- `on(event: 'change', fn: (path: ReadonlyArray<number>, word: string) => void): () => void` — Listen: `change` (the selection changed), `commit` (a selection was judged) or `tap` (a tile in `tap` mode). Returns the cancel. Listen for each judged selection, with its verdict. Returns the cancel. Listen for taps on tiles, in `tap` mode. Returns the cancel.
- `on(event: 'commit', fn: (e: CommitEvent) => void): () => void` — Listen: `change` (the selection changed), `commit` (a selection was judged) or `tap` (a tile in `tap` mode). Returns the cancel. Listen for each judged selection, with its verdict. Returns the cancel. Listen for taps on tiles, in `tap` mode. Returns the cancel.
- `on(event: 'tap', fn: (tile: number) => void): () => void` — Listen: `change` (the selection changed), `commit` (a selection was judged) or `tap` (a tile in `tap` mode). Returns the cancel. Listen for each judged selection, with its verdict. Returns the cancel. Listen for taps on tiles, in `tap` mode. Returns the cancel.
- `destroy(): void` — Remove the board and everything it drew.
- `readonly destroyed: boolean` — Removed?

### `LetterTile`

```ts
interface LetterTile
```

One tile. Its letter and state are live; its motion is the board's.

- `readonly index: number` — Its place on the board, from 0.
- `letter: string` — Its letters, lower case. Setting it changes the letter at once, and a flip still to land a letter no longer does; `flip` changes it with a turn.
- `state: string` — Its state: `idle`, `selected`, `found`, `disabled`, `hidden`, or a name of your own the style defines. Setting it wins over a flip still to land a state, as for `letter`.
- `visible: boolean` — Drawn at all.
- `readonly x: number` — Its centre now, world units, as it moves.
- `readonly y: number` — Its centre now, world units, as it moves.
- `readonly size: number` — Its layout size, world units. After a relayout to another size it is drawn easing to this over the glide.
- `readonly flipping: boolean` — Is a flip waiting for its delay or turning? True from `flip` until the tile stands upright again.
- `readonly col: number` — Its place in a grid layout (column), or its index.
- `readonly row: number` — Its place in a grid layout (row), or 0.
- `pop(strength?: number): void` — A springy pop; `strength` 1 is a normal one.
- `shake(): void` — A short shake, as for a wrong answer.
- `flip(change?: { state?: string; letter?: string; delay?: number }): void` — Turn over and change its state and letter at the half-way point, after `delay` seconds (default 0). It replaces a flip still pending. Setting `letter` or `state` before the half-way point drops that part of the change, and a flip left with nothing to change that has not begun to turn is dropped, so a reused board never lands a stale letter.
- `cancelFlip(): void` — Drop a pending or turning flip: its change never lands and the tile stands upright at once.
- `from(x: number, y: number, opts?: { duration?: number; delay?: number }): void` — Jump to a world point and glide from there to its place over `duration` seconds (default 0.35), after `delay`: a tile falling into a gap, or dealt from a deck.
- `shader(def: StrokeEffect | null, opts?: { params?: Readonly<Record<string, number>>; colors?: Readonly<Record<string, string>> }): void` — Run a sprite shader on the tile's shape (a burning tile, a golden one): a definition, `SPRITE_SHADER_RECIPES` entry, or null to take it off. `params` and `colors` override the definition's. A tile with no shape has none.

### `LetterTilesApi`

```ts
interface LetterTilesApi
```

`game.letterTiles`: boards of letter tiles, and the styles and effects they draw with.

- `board(options: BoardOptions): LetterBoard` — Make a board: tiles laid out, lettered and styled, with a drag to select them if `select` is given. Scene-scoped.
- `readonly boards: ReadonlyArray<LetterBoard>` — The boards alive now.
- `readonly styles: typeof TILE_STYLES` — The built-in tile styles, by name.
- `readonly effects: typeof STROKE_EFFECTS` — The ready stroke effects, by name (and `clean`, which needs none).
- `readonly layout: typeof layoutTiles` — Where a layout puts its tiles, without making a board.

### `SelectMode`

```ts
type SelectMode = 'path' | 'free' | 'line' | 'tap'
```

How a drag chooses tiles.

### `SelectOptions`

```ts
interface SelectOptions
```

How a drag selects tiles, and what decides whether a selection counts.

- `mode: SelectMode` — `path`: touching tiles, one after another (a letter grid). `free`: any tiles in any order (a letter wheel). `line`: a straight line across a grid in one of eight directions (a word search). `tap`: each tap is a `tap` event, nothing is dragged (a keyboard, a rack).
- `diagonals?: boolean` — In `path` and `line` modes, do corners count as touching and diagonals as lines? Default true.
- `backtrack?: boolean` — Going back onto the tile before the last takes the last one off. Default true.
- `reach?: number` — How near a tile's centre the pointer must come, as a fraction of its size (see `tileAt`). Default 0.42; 0.5 in `line` mode, 0.62 in `tap`.
- `min?: number` — Fewest tiles a selection needs to be judged; a shorter one just fades. Default 2.
- `max?: number` — Most tiles in a selection. Default no limit.
- `canAdd?: (path: ReadonlyArray<number>, tile: number) => boolean` — May `tile` join `path`? The rules' last word on each tile, and in `path` mode the touching rule when given.
- `judge?: (path: ReadonlyArray<number>, word: string) => Verdict | void` — Judge a finished selection: the rules decide, the board animates the answer. Without it every selection fades.
- `keep?: boolean` — Keep accepted selections as highlights. Default true in `line` mode, false otherwise.

### `StrokeEffect`

```ts
type StrokeEffect = SpriteShaderDef
```

A stroke effect: a sprite shader whose params include `unit`, which the board sets to its tile size in world units,
so every effect is scaled to the tiles and not to the board. Colours `c0`..`c3` are set from the stroke's colour
where the definition's colour is named `stroke`.

### `StrokeEffectName`

```ts
type StrokeEffectName = 'clean' | 'glow' | 'neon' | 'fire' | 'electric' | 'rainbow' | 'sparkle' | 'ink'
```

The ready stroke effects, by name: `clean` draws the stroke in its colour; the others run a shader over it.

### `StrokeEffectSpec`

```ts
type StrokeEffectSpec = StrokeEffectName | StrokeEffect
```

A name or a definition of a stroke effect.

### `StrokeOptions`

```ts
interface StrokeOptions
```

How the selection is drawn.

- `width?: number` — Its width as a fraction of a tile's size. Default 0.8 in `line` mode (a band over the letters), else 0.2 (a cord).
- `color?: string` — Its colour while selecting. Default the effect's own colour, else the tile style's `stroke`.
- `effect?: StrokeEffectSpec` — A ready effect by name or a shader definition. Default `'glow'`.
- `params?: Readonly<Record<string, number>>` — Values for the effect's params, over its own (never `unit`, which the board sets to its tile size).
- `colors?: Readonly<Record<string, string>>` — Colours for the effect, over its own.
- `alpha?: number` — Its opacity. Default 0.9, or 0.6 in `line` mode.
- `elastic?: number` — A tail from the last tile to the pointer, 0 for none and up to 1 for a soft, lagging elastic. Default 0.35.
- `dots?: boolean` — A dot on each selected tile's centre. Default false.
- `reject?: string` — The colour a rejected selection flashes. Default `'#ff5d5d'`.
- `found?: { effect?: StrokeEffectSpec | 'none'; alpha?: number; palette?: ReadonlyArray<string> }` — Kept highlights: their effect (`'none'` for plain), opacity and the colours they take in turn.

### `TileBurst`

```ts
type TileBurst = 'sparks' | 'confetti' | 'stars' | Readonly<Record<string, unknown>>
```

The particles thrown from each tile of an accepted word, when particles-2d is composed: a ready preset (`sparks`,
`confetti`, `stars`) or a particles-2d burst recipe of your own (its keys, `count` among them, but not `x` and `y`,
which are each tile's centre).

### `TileLayout`

```ts
type TileLayout = | { readonly kind: 'grid'; readonly cols: number; readonly rows: number; readonly x?: number; readonly y?: number; readonly cell?: number; readonly gap?: number; readonly mask?: ReadonlyArray<string> } | { readonly kind: 'ring'; readonly count: number; readonly radius: number; readonly x?: number; readonly y?: number; readonly size?: number; readonly start?: number } | { readonly kind: 'row'; readonly count: number; readonly x?: number; readonly y?: number; readonly cell?: number; readonly gap?: number; readonly wrap?: number } | { readonly kind: 'points'; readonly points: ReadonlyArray<{ readonly x: number; readonly y: number; readonly col?: number; readonly row?: number }>; readonly size: number }
```

How tiles are laid out. Every layout is centred on `x`, `y` (default 0, 0) in world units.

- `grid`: `cols` × `rows` tiles of `cell` units with `gap` between, row by row; a `mask` (one string a row, `.` or a
  space for no tile) leaves holes, and only the tiles it keeps are made, in reading order.
- `ring`: `count` tiles round a circle of `radius`, the first at `start` radians (default straight up, -π/2),
  clockwise; each `size` units (default a size that keeps neighbours apart).
- `row`: `count` tiles of `cell` units in a line, wrapping every `wrap` tiles onto a new row (default never).
- `points`: tiles of `size` units at the points given: a crossword's cells, a keyboard, anything.

### `TilePlace`

```ts
interface TilePlace
```

One tile's place: its centre and size in world units, and its column and row when the layout is a grid.

- `readonly x: number` — Centre x, world units.
- `readonly y: number` — Centre y, world units.
- `readonly size: number` — Width and height, world units.
- `readonly col: number` — Column, from 0 at the left; for a ring, row or point layout, the tile's index.
- `readonly row: number` — Row, from 0 at the top; 0 outside a grid.

### `TileShape`

```ts
type TileShape = 'rounded' | 'circle' | 'square' | 'hexagon' | 'none'
```

A tile's shape, painted once and tinted per state.

### `TileStateStyle`

```ts
interface TileStateStyle
```

How a tile looks in one state. Every field is optional over the style's own.

- `fill?: string` — The tile's colour, any CSS colour.
- `text?: string` — The letter's colour.
- `scale?: number` — Size on top of the tile's own, 1 for its layout size.
- `alpha?: number` — Opacity 0..1.

### `TileStyle`

```ts
interface TileStyle
```

How a board's tiles look. `fill`, `text`, `scale` and `alpha` are the idle look; `states` overrides them per state:
the built-in `hover`, `selected`, `found`, `disabled` and `hidden`, and any name of your own (`correct`, `absent`).

- `shape?: TileShape` — The shape. Default `'rounded'`.
- `radius?: number` — A rounded tile's corner radius as a fraction of its size. Default 0.18.
- `bevel?: number` — Light from above, baked into the shape: 0 flat, 1 strongly bevelled. Default 0.5.
- `shadow?: string | null` — A soft shadow under each tile, any CSS colour, or null for none. Default a translucent black.
- `fill?: string` — The idle colour.
- `text?: string` — The idle letter colour.
- `scale?: number` — The idle size on top of the layout's. Default 1.
- `alpha?: number` — The idle opacity. Default 1.
- `letterSize?: number` — The letter's height as a fraction of the tile's size. Default 0.56.
- `letterCase?: 'title' | 'upper' | 'lower'` — `'title'` (the default) shows a tile in capitals with any letters after the first small (`A`, `Qu`, `Th`); `'upper'` all capitals (`QU`, `OK`); `'lower'` small.
- `font?: string` — The typography family the letters are drawn in. Default `'sans-bold'`.
- `states?: Readonly<Record<string, TileStateStyle>>` — The look in each state, over the idle look.
- `stroke?: string` — The stroke's colour on these tiles when neither the board nor its effect names one: a colour the selected tiles do not drown.

### `Verdict`

```ts
type Verdict = 'accept' | 'reject' | 'repeat' | 'none' | { /** `accept`: the tiles bounce and the stroke flashes; `reject`: they shake; `repeat`: they pulse; `none`: it fades. */ readonly kind: 'accept' | 'reject' | 'repeat' | 'none'; /** For an accept kept as a highlight: its colour. Default the next colour of the found palette. */ readonly color?: string; /** Keep an accepted selection on the board as a highlight. Default the select options' `keep`. */ readonly keep?: boolean; /** Particles from its tiles (needs the particles-2d pack): true for the board's `burst`, false for none, or a burst of its own. Default true. */ readonly burst?: boolean | TileBurst; }
```

What a game says about a finished selection. A string is the kind alone.

---

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