---
title: "Letter wheel word puzzles: API"
package: "@phaser-ae/letter-wheel"
tier: Pro
version: 3.0.0-0
released: 2026-10-21
updated: 2026-10-21
description: "Letter wheel levels: one word's letters on a wheel spell the words that fill a small crossword, with bonus words, hints, shuffles and a level ladder."
url: https://phaser.io/packs/letter-wheel/api
site: Phaser - https://phaser.io
---

# Letter wheel word puzzles: API

`@phaser-ae/letter-wheel` — Spell words from one word's letters on a wheel to fill a crossword or list, with bonus words, hints and levels, as in games like Word Cookies and Wordscapes.

## The pack

### `letterWheel`

```ts
function letterWheel(): Pack<{ letterWheel: LetterWheelApi }>
```

The `letter-wheel` pack: letter wheel word puzzle rules over the english-words lists. Pure logic, so it runs headless.

## Helpers

### `createLetterWheel`

```ts
function createLetterWheel(options: LetterWheelOptions): LetterWheel
```

Make a level. Throws a RangeError for options out of range: a base word with characters other than letters, a
letter count no word list word has, `minLength` longer than the wheel, or no base word meeting `minWords`.

### `layoutCrossword`

```ts
function layoutCrossword(words: ReadonlyArray<string>, maxSize: number, rng: Rng, limit = Infinity): { placed: Placed[]; width: number; height: number }
```

Lay words out as a crossword, in the order given, each crossing one already placed where they share a letter, no
two words side by side, inside `maxSize` cells each way, stopping after `limit` words (default all). Returns the
words placed with their first cells, counting from 0 at the top left, and the size. Words that will not fit are
left out. Pure in `rng`.

### `wheelLevel`

```ts
function wheelLevel(level: number, options: { seed?: number; maxLetters?: number; maxTargets?: number; levelsPerLetter?: number; extra?: Partial<LetterWheelOptions> } = {}): LetterWheelOptions
```

Options for level `level` (from 1) of a rising ladder: more letters and more targets as the levels go up, from 4
letters and 3 targets to `maxLetters` (default 7) and `maxTargets` (default 10), one more letter every
`levelsPerLetter` levels (default 8). The seed comes from `seed` and the level, so each level is always the same.
`extra` is merged over the result.

## Types

### `LetterWheel`

```ts
interface LetterWheel
```

A letter wheel level. Make one with `createLetterWheel`.

- `observation(): LetterWheelView` — The level as it stands.
- `spell(path: ReadonlyArray<number>): string | null` — What a path round the wheel spells: wheel positions, each used once. Null for a repeated or unknown position.
- `check(word: string): { readonly ok: true; readonly kind: WheelResult['kind'] } | Refusal` — Would this word count now, and as what? Changes nothing.
- `trace(path: ReadonlyArray<number>): { readonly ok: true; readonly result: WheelResult } | Refusal` — Submit a path traced round the wheel. A repeat is accepted (it changes nothing) so a game can say so; a non-word is refused.
- `type(word: string): { readonly ok: true; readonly result: WheelResult } | Refusal` — Submit a typed word, made of the wheel's letters.
- `shuffle(): void` — Put the wheel's letters in a new order.
- `hint(): { readonly ok: true; readonly result: { readonly target: number; readonly position: number; readonly letter: string; readonly completed: ReadonlyArray<number> } } | Refusal` — Show one hidden letter: the first hidden letter of the shortest unfound target. Refused when the level is complete.
- `undo(): boolean` — Take back the last move.
- `answers(): ReadonlyArray<string>` — The targets' words in index order, for a solution screen or a test.
- `readonly base: string` — The base word, whose letters are on the wheel.
- `snapshot(): HistorySave<LetterWheelMove>` — The level as a save: the seed and the moves. Restore it into a level made with the same options.
- `restore(save: HistorySave<LetterWheelMove> | string): void` — Replace this level's moves with a save. Throws, changing nothing, when it does not replay.

### `LetterWheelApi`

```ts
type LetterWheelApi = typeof rules
```

`game.letterWheel`: every function and type this pack carries, as one namespace.

### `LetterWheelMove`

```ts
type LetterWheelMove = | { readonly kind: 'trace'; readonly path: ReadonlyArray<number> } | { readonly kind: 'type'; readonly word: string } | { readonly kind: 'shuffle' } | { readonly kind: 'hint' }
```

A move.

### `LetterWheelOptions`

```ts
interface LetterWheelOptions
```

How a level is made. Only `seed` is required.

- `seed: number` — Picks the base word, the targets and the wheel's order, as an unsigned 32-bit integer.
- `letters?: number` — Letters on the wheel: the base word's length. Default 6, or the length of `base`.
- `base?: string` — The base word (or any letters) to use instead of a seeded pick.
- `words?: WordList` — The words that count. Default the English lexicon.
- `minLength?: number` — Shortest word that counts, in letters. Default 3.
- `targets?: number` — Most target words. The rest of the words the letters spell are bonus words. Default 8.
- `minWords?: number` — Fewest words the letters must spell for a seeded base word to be chosen. Default 4.
- `attempts?: number` — Base words tried to meet `minWords`. Default 60.
- `layout?: WheelLayout` — How the targets are laid out. Default `'crossword'`.
- `maxSize?: number` — A crossword's widest and tallest, in cells. Default 12. Targets that will not fit are left as bonus words.
- `exclude?: ReadonlyArray<string>` — Words never used, as targets or bonus words (any case): a family game's own blocklist.

### `LetterWheelView`

```ts
interface LetterWheelView
```

The level as it stands. Never gives away an unfound word.

- `readonly wheel: ReadonlyArray<string>` — The wheel's letters in their current order, lower case.
- `readonly targets: ReadonlyArray<WheelTarget>` — The targets: in crossword order (placed first, first) or, in a list, by length then alphabetically.
- `readonly found: number` — How many targets are found.
- `readonly complete: boolean` — Every target found?
- `readonly layout: WheelLayout` — The layout in use.
- `readonly cells: ReadonlyArray<ReadonlyArray<WheelCell | null>>` — The crossword, row by row (`cells[y][x]`), null where there is no cell; empty in a list.
- `readonly bonus: ReadonlyArray<string>` — Bonus words found, in order.
- `readonly bonusTotal: number` — How many bonus words the letters spell in all.
- `readonly hints: number` — Hints used.
- `readonly shuffles: number` — Shuffles used.

### `WheelCell`

```ts
interface WheelCell
```

One crossword cell.

- `readonly letter: string | null` — The letter, once shown; null while hidden.
- `readonly targets: ReadonlyArray<number>` — The targets that use this cell.

### `WheelLayout`

```ts
type WheelLayout = 'crossword' | 'list'
```

How the target words are shown: crossing each other in a crossword, or as a list grouped by length.

### `WheelPlacement`

```ts
interface WheelPlacement
```

Where a target sits in a crossword.

- `readonly x: number` — The first letter's cell, `x` across and `y` down from 0 at the top left.
- `readonly y: number` — The first letter's row.
- `readonly direction: 'across' | 'down'` — `'across'` (left to right) or `'down'` (top to bottom).

### `WheelResult`

```ts
interface WheelResult
```

What a word did: found a target, found a bonus word, or found a word already found.

- `readonly kind: 'target' | 'bonus' | 'repeat'` — `'target'`, `'bonus'` or `'repeat'`.
- `readonly word: string` — The word, lower case.
- `readonly target: number | null` — The target's index, for a target or a repeat of one; null for a bonus word.
- `readonly completed: ReadonlyArray<number>` — Targets this word completed by crossing them (their last hidden letters were in it).
- `readonly complete: boolean` — Is the level complete now?

### `WheelTarget`

```ts
interface WheelTarget
```

A target as a player sees it.

- `readonly index: number` — Its place among the targets, which never changes.
- `readonly length: number` — How many letters.
- `readonly word: string | null` — The word, once found or once the level is complete; null before.
- `readonly shown: ReadonlyArray<string | null>` — Each letter as shown: the letter once found, revealed by a hint or crossed by a found word, else null.
- `readonly found: boolean` — Found by tracing or typing, or shown in full by hints and crossings.
- `readonly revealed: boolean` — Every letter shown without the word being traced or typed.
- `readonly placement: WheelPlacement | null` — Its place in the crossword; null in a list.

---

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