---
title: "Level generators: API"
package: "@phaser-ae/levelgen"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "Seeded mazes, roguelike dungeons and cellular caves, each with the path and placement queries a game needs and a tile grid ready to draw."
url: https://phaser.io/packs/levelgen/api
site: Phaser - https://phaser.io
---

# Level generators: API

`@phaser-ae/levelgen` — Mazes (ten algorithms, braiding, rooms, exits), roguelike dungeons (rooms, doors, tagged rooms) and cellular caves, with path queries.

## The pack

### `levelgen`

```ts
function levelgen(): Pack<{ levelgen: LevelgenApi }>
```

The level generators pack: `Maze` (ten algorithms, braid, rooms, exits, queries), `Dungeon` (rooms, corridors, doors, tags), `Cave` (cellular automata, largest region, farthest pair). Headless; each returns a thick 0/1 tile grid for `tiles-2d`.

## Classes

### `Cave`

```ts
class Cave
```

A generated cave: the tile grid plus the queries a game needs. Construct once
(generation runs in the constructor); read from it every frame.

```ts
const cave = new Cave({ cols: 80, rows: 50, seed: 'cavern-1', fillProb: 0.46 });
const grid = cave.tiles();                    // 0 floor / 1 wall → CollisionGrid
const [entrance, exit] = cave.farthestPair(); // two far-apart floor cells
```

- `readonly cols: number` — Grid width in tiles.
- `readonly rows: number` — Grid height in tiles.
- `readonly seed: number` — The numeric seed actually used.
- `readonly grid: Uint8Array` — Per-tile data, row-major: `1` wall, `0` floor. Prefer {@link isWall} / {@link tiles}, but exposed for custom exporters.
- `constructor(opts: CaveOptions)`
- `index(col: number, row: number): number` — Row-major tile index for `(col, row)`. No bounds check.
- `inBounds(col: number, row: number): boolean` — Is `(col, row)` inside the grid?
- `isWall(col: number, row: number): boolean` — Is the tile solid rock? Out-of-bounds reads as wall.
- `isFloor(col: number, row: number): boolean` — Is the tile open (walkable) cavern floor?
- `cellAt(x: number, y: number, cellSize = 1, originX = 0, originY = 0): Cell | null` — Which cell contains world/pixel position `(x, y)` at `cellSize` units per tile from `(originX, originY)`. `null` when outside the grid.
- `get openCount(): number` — Count of open floor tiles.
- `floors(): Cell[]` — Every open floor cell — for scattering spawns / ore / pickups.
- `farthestPair(): [Cell, Cell] | []` — Two far-apart floor cells (an approximate cave "diameter"), good for an entrance/exit pair. Returns `[]` if there's no floor.
- `path(from: Cell, to: Cell): Cell[]` — Shortest walkable path from `from` to `to` (4-dir BFS through floor), inclusive; `[]` if unreachable.
- `tiles(opts: CaveTileOptions = {}): number[][]` — The cave as a THICK 0/1 tile grid (`grid[y][x]`), ready for a `Tilemap` / `CollisionGrid` / wall-box build.
- `toString(): string` — ASCII rendering (`#` wall, space floor) — tests + console.

### `Dungeon`

```ts
class Dungeon
```

A generated dungeon: the tile grid plus room/door metadata and the queries a
game needs. Construct once (generation runs in the constructor); read from it
every frame.

```ts
const dungeon = new Dungeon({ cols: 60, rows: 40, seed: 'level-1', extraConnections: 3 });
const grid = dungeon.tiles();                        // 0 floor / 1 wall → CollisionGrid
const start = dungeon.roomsByTag('start')[0];        // where to drop the player
const boss = dungeon.roomsByTag('boss')[0];          // the objective room
```

- `readonly cols: number` — Grid width in tiles.
- `readonly rows: number` — Grid height in tiles.
- `readonly seed: number` — The numeric seed actually used.
- `readonly grid: Uint8Array` — Per-tile data, row-major: `1` wall, `0` floor, `2` door. Prefer {@link isWall} / {@link tiles}, but exposed for custom exporters.
- `readonly rooms: DungeonRoom[]` — Every placed room.
- `readonly doors: Cell[]` — Detected doorway tiles (1-wide thresholds into rooms).
- `readonly connections: Array<[number, number]>` — Room-graph edges as `[roomId, roomId]` pairs (which rooms are joined).
- `constructor(opts: DungeonOptions)`
- `index(col: number, row: number): number` — Row-major tile index for `(col, row)`. No bounds check.
- `inBounds(col: number, row: number): boolean` — Is `(col, row)` inside the grid?
- `isWall(col: number, row: number): boolean` — Is the tile solid wall? Out-of-bounds reads as wall.
- `isFloor(col: number, row: number): boolean` — Is the tile walkable (floor or door)?
- `cellAt(x: number, y: number, cellSize = 1, originX = 0, originY = 0): Cell | null` — Which cell contains world/pixel position `(x, y)` at `cellSize` units per tile from `(originX, originY)`. `null` when outside the grid.
- `roomAt(col: number, row: number): DungeonRoom | null` — The room whose rectangle contains `(col, row)`, or `null` (a corridor / wall).
- `roomsByTag(tag: RoomTag): DungeonRoom[]` — All rooms carrying a given {@link RoomTag}.
- `floors(): Cell[]` — Every walkable (floor or door) cell — for scattering pickups / spawns.
- `path(from: Cell, to: Cell): Cell[]` — Shortest walkable path from `from` to `to` (4-dir BFS through floor + doors), inclusive; `[]` if unreachable.
- `tiles(opts: DungeonTileOptions = {}): number[][]` — The dungeon as a THICK 0/1 tile grid (`grid[y][x]`), ready for a `Tilemap` / `CollisionGrid` / wall-box build. Doors default to the floor value.
- `toString(): string` — ASCII rendering (`#` wall, `+` door, `.` floor) — tests + console.

### `Maze`

```ts
class Maze
```

A generated 2D maze: the wall grid plus the geometry exporters and gameplay
queries a game needs. Construct once (generation runs in the constructor);
the instance is then immutable data you read from every frame.

```ts
const maze = new Maze({ cols: 20, rows: 15, algorithm: 'prim', seed: 'level-1', braid: 0.3 });
const grid = maze.tiles();                 // thick walls → CollisionGrid / Tilemap
if (maze.canMove(c, r, E)) c++;            // gameplay movement test
const dir = maze.directionToExit(c, r);    // hint arrow toward nearest exit
```

- `static readonly N: Dir` — North direction index (row − 1).
- `static readonly E: Dir` — East direction index (col + 1).
- `static readonly S: Dir` — South direction index (row + 1).
- `static readonly W: Dir` — West direction index (col − 1).
- `readonly cols: number` — Grid width in cells.
- `readonly rows: number` — Grid height in cells.
- `readonly algorithm: MazeAlgorithm` — Algorithm used to carve this maze.
- `readonly seed: number` — The numeric seed actually used (after hashing a string seed).
- `readonly cells: Uint8Array` — Per-cell wall bitmask, row-major (`cells[row * cols + col]`). A set bit means the wall is PRESENT: N=1, E=2, S=4, W=8. `@internal`-ish — prefer {@link wall} / {@link canMove}, but exposed for custom exporters.
- `readonly exits: Exit[]` — The resolved border exits (entrances and exits are interchangeable).
- `readonly rooms: Room[]` — The open rooms that were stamped (empty when `rooms` was not requested).
- `constructor(opts: MazeOptions)`
- `index(col: number, row: number): number` — Row-major cell index for `(col, row)`. No bounds check.
- `inBounds(col: number, row: number): boolean` — Is `(col, row)` inside the grid?
- `wall(col: number, row: number, dir: Dir): boolean` — Is there a wall on the `dir` side of cell `(col, row)`? Out-of-bounds cells read as fully walled.
- `canMove(col: number, row: number, dir: Dir): boolean` — Can an actor in cell `(col, row)` step in `dir`? True when no wall blocks that side. Stepping through a border opening (an {@link Exit}) counts as a move that LEAVES the maze, so this returns true there too — check {@link inBounds} on the target if you need to distinguish "exited".
- `step(col: number, row: number, dir: Dir): Cell` — The cell reached by stepping `dir` from `(col, row)` (may be out of bounds).
- `neighbours(col: number, row: number): Array<Cell & { dir: Dir }>` — Open (wall-free) in-bounds neighbours of `(col, row)`, each with the `dir` taken to reach it.
- `cellAt(x: number, y: number, cellSize = 1, originX = 0, originY = 0): Cell | null` — Which cell contains pixel/world position `(x, y)`? Maps by the thin-wall layout where one cell spans `cellSize` units from `(originX, originY)`. Returns `null` when the point is outside the grid. (For a THICK {@link tiles} render, cell `(c, r)` is tile `(2c+1, 2r+1)`.)
- `tiles(opts: TileOptions = {}): number[][]` — Expand to a THICK 0/1 wall grid of size `(2·cols+1) × (2·rows+1)`, row-major (`grid[y][x]`). Cell centres and open passages become floor; walls and the pillars between them stay solid. Feed straight into a `Tilemap` / `CollisionGrid`, or place one wall box per solid tile for a Rogue-style 3D dungeon. Exits appear as gaps punched in the outer ring.
- `walls(): WallSeg[]` — The maze as THIN wall segments in cell units (`0…cols` × `0…rows`) — the puzzle-book look. Each internal edge appears once; border edges are included except where an exit opens. Draw each as a line (`d.line(x1*scale, y1*scale, x2*scale, y2*scale, ...)`).
- `distanceField(targets: Cell[]): Int32Array` — BFS distance (in cells, through open passages) from every cell to the NEAREST of `targets`, as a row-major `Int32Array`. Unreachable cells are `-1`. Cheap to reuse: compute one field toward a goal, then read a direction from any cell in O(1) with {@link directionTo}.
- `path(from: Cell, to: Cell): Cell[]` — Shortest path from `from` to `to` as an inclusive list of cells (`[from … to]`), or `[]` when unreachable. For repeated queries toward one goal, build a {@link distanceField} once and step it with {@link directionTo}.
- `directionTo(col: number, row: number, goal: Cell | Int32Array): Dir | -1` — The first `Dir` to step from `(col, row)` to get closer to a goal, or `-1` if there's nowhere better to go. Pass a precomputed {@link distanceField} to reuse it across cells/frames; pass a single `Cell` for a one-off.
- `exitField(): Int32Array` — The distance-to-nearest-exit field (built once, then cached). `-1` where no exit is reachable, or everywhere when the maze has no exits.
- `directionToExit(col: number, row: number): Dir | -1` — The `Dir` to step from `(col, row)` toward the nearest {@link Exit}, or `-1` if already at an exit / none is reachable.
- `deadEnds(): Cell[]` — Every dead-end cell (exactly one open side). Handy for placing treasure, keys, or spawn points.
- `toString(): string` — A compact ASCII rendering (`#` walls, space floor) — for tests and console debugging.

## Types

### `CaveOptions`

```ts
interface CaveOptions
```

Configuration for a new {@link Cave}. `cols`/`rows` are required.

- `cols: number` — Grid width in tiles.
- `rows: number` — Grid height in tiles.
- `seed?: number | string` — Seed for reproducible caves (string is hashed). Omit for random.
- `fillProb?: number` — Initial wall probability, 0…1. Higher = tighter caves. Default `0.45`.
- `iterations?: number` — Cellular-automata smoothing passes. More = rounder. Default `4`.
- `wallThreshold?: number` — Neighbour wall count (of 8) at/above which a cell becomes wall. Default `5`.
- `keepLargest?: boolean` — Discard disconnected floor pockets, keeping the largest cavern (so the cave is one connected space). Default `true`.

### `CaveTileOptions`

```ts
interface CaveTileOptions
```

Options for {@link Cave.tiles} — the 0/1 grid.

- `wall?: number` — Value for wall tiles. Default `1`.
- `floor?: number` — Value for floor tiles. Default `0`.

### `Cell`

```ts
interface Cell
```

A grid cell.

- `col: number` — Column.
- `row: number` — Row.

### `Dir`

```ts
type Dir = 0 | 1 | 2 | 3
```

A cardinal direction as an index: N E S W = `0 1 2 3`. Read the named values
off the class — `Maze.N`, `Maze.E`, `Maze.S`, `Maze.W`.

### `DungeonOptions`

```ts
interface DungeonOptions
```

Configuration for a new {@link Dungeon}. `cols`/`rows` are required.

- `cols: number` — Grid width in tiles.
- `rows: number` — Grid height in tiles.
- `seed?: number | string` — Seed for reproducible dungeons (string is hashed). Omit for random.
- `roomAttempts?: number` — How many times to try placing a room. Default scales with area.
- `minRoom?: number` — Minimum room side in tiles. Default `4`.
- `maxRoom?: number` — Maximum room side in tiles. Default `9`.
- `roomMargin?: number` — Minimum wall gap kept between rooms. Default `1`.
- `extraConnections?: number` — Extra corridors beyond the connecting tree, for loops. Default `2`.
- `corridorWidth?: number` — Corridor width in tiles. Default `1` (doors are only detected at width 1).

### `DungeonRoom`

```ts
interface DungeonRoom
```

One generated room (a rectangle of floor), in tile coordinates.

- `id: number` — Stable room index.
- `col: number` — Left column (inclusive).
- `row: number` — Top row (inclusive).
- `w: number` — Width in tiles.
- `h: number` — Height in tiles.
- `cx: number` — Centre column (floored).
- `cy: number` — Centre row (floored).
- `tag: RoomTag` — Role in the layout (see {@link RoomTag}).

### `DungeonTileOptions`

```ts
interface DungeonTileOptions
```

Options for {@link Dungeon.tiles} — the 0/1(/door) grid.

- `wall?: number` — Value for wall tiles. Default `1`.
- `floor?: number` — Value for floor tiles. Default `0`.
- `door?: number` — Value for door tiles. Default = `floor` (doors read as walkable floor).

### `Exit`

```ts
interface Exit
```

A resolved exit: the border cell and the outward direction it opens.

- `col: number` — Column of the border cell.
- `row: number` — Row of the border cell.
- `dir: Dir` — Outward direction through the border wall.

### `ExitSpec`

```ts
interface ExitSpec
```

One requested border opening (passed in the `exits` array).

- `side: 'N' | 'E' | 'S' | 'W'` — Which outer edge to open.
- `at?: number` — Position ALONG that edge (column for N/S, row for E/W). Random if omitted.

### `LevelgenApi`

```ts
interface LevelgenApi
```

`game.levelgen`. Seeds default to the game's seed so a level replays; pass `seed` for one of your own.

- `maze(opts: MazeOptions): Maze` — A maze: wall-per-edge corridors.
- `dungeon(opts: DungeonOptions): Dungeon` — A dungeon: rooms joined by corridors, doors, tagged rooms.
- `cave(opts: CaveOptions): Cave` — A cave: cellular-automata caverns.

### `MazeAlgorithm`

```ts
type MazeAlgorithm = | 'backtracker' | 'prim' | 'kruskal' | 'wilson' | 'aldous-broder' | 'hunt-and-kill' | 'eller' | 'recursive-division' | 'binary-tree' | 'sidewinder'
```

Which carving algorithm to run. Each biases the maze's look:
- `backtracker` (default) — long, winding corridors, few branches ("rivery").
- `prim` / `kruskal` — short branches, bushy, many junctions; look alike.
- `wilson` / `aldous-broder` — unbiased uniform spanning tree (no texture); Aldous-Broder is slow, keep it to small grids.
- `hunt-and-kill` — backtracker-ish but with more, shorter dead-ends.
- `eller` — row-at-a-time, uniform-ish, very fast.
- `recursive-division` — nested chambers, naturally roomy/rectilinear.
- `binary-tree` — trivial, strong NE diagonal bias + two open border runs.
- `sidewinder` — trivial, one fully-open top row, horizontal-run texture.

### `MazeOptions`

```ts
interface MazeOptions
```

Configuration for a new {@link Maze}. `cols`/`rows` are required.

- `cols: number` — Grid width in cells.
- `rows: number` — Grid height in cells.
- `algorithm?: MazeAlgorithm` — Carving algorithm. Default `'backtracker'`.
- `seed?: number | string` — Seed for reproducible mazes — same seed + options ⇒ identical maze. A string is hashed. Omit for a fresh random maze each call.
- `braid?: number` — Fraction of dead-ends (0…1) to open into loops, giving MULTIPLE routes between any two points (a "braided" maze). `0` = perfect maze (exactly one path anywhere); `1` = every dead-end removed. Default `0`.
- `rooms?: RoomOptions | number` — Carve open rooms into the maze. A number is shorthand for `{ count }`.
- `exits?: number | ExitSpec[]` — Border openings. A number `n` punches `n` exits spread around the border (n=1 → one; n=2 → opposite corners; more → cycled sides). An array places them explicitly. Default `2`. Use `0` for a fully sealed maze.

### `Room`

```ts
interface Room
```

A carved room rectangle, in cell coordinates (top-left inclusive).

- `col: number` — Left column.
- `row: number` — Top row.
- `w: number` — Width in cells.
- `h: number` — Height in cells.

### `RoomOptions`

```ts
interface RoomOptions
```

Open-room carving controls (passed as `rooms` in {@link MazeOptions}).

- `count?: number` — How many rectangular rooms to attempt to stamp. Default `3`.
- `minSize?: number` — Minimum room side in cells. Default `2`.
- `maxSize?: number` — Maximum room side in cells. Default `4`.

### `RoomTag`

```ts
type RoomTag = 'start' | 'boss' | 'treasure' | 'junction' | 'normal'
```

How a room reads in the layout — for placing the player, objective and loot.

### `TileOptions`

```ts
interface TileOptions
```

Options for {@link Maze.tiles} — the thick 0/1 wall grid.

- `wall?: number` — Value written for wall tiles. Default `1`.
- `open?: number` — Value written for open (floor) tiles. Default `0`.

### `WallSeg`

```ts
interface WallSeg
```

A thin wall segment in cell units (0 … cols / 0 … rows), for line drawing.

- `x1: number` — Start X in cell units.
- `y1: number` — Start Y in cell units.
- `x2: number` — End X in cell units.
- `y2: number` — End Y in cell units.

---

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