---
title: "Light gun: API"
package: "@phaser-ae/light-gun"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Aiming and shooting for gun games, with a crosshair, triggers, weapons, magazines and reloads, hit regions, shields, protected targets and accuracy, in 2D or 3D."
url: https://phaser.io/packs/light-gun/api
site: Phaser - https://phaser.io
---

# Light gun: API

`@phaser-ae/light-gun` — Light-gun aiming and shooting: crosshair, triggers, weapons, magazines and reloads, hit regions, shields, protected targets and accuracy, in 2D or 3D.

## The pack

### `lightGun`

```ts
function lightGun(): Pack<{ lightGun: typeof api }>
```

Install the light gun API.

## Helpers

### `createGun`

```ts
function createGun(def: GunDef): Gun
```

Build a gun.

### `emptyWorld`

```ts
const emptyWorld: HitWorld
```

The empty world: every shot misses.

### `frontToBack`

```ts
function frontToBack(targets: readonly ScreenTarget[]): ScreenTarget[]
```

Targets sorted front to back: higher z first; ties, later in the list first.

### `GUN_STEP`

```ts
const GUN_STEP: number
```

The default fixed step: 1/60 s.

### `layeredWorld`

```ts
function layeredWorld(...worlds: HitWorld[]): HitWorld
```

Combine worlds: candidates from earlier worlds come first (an overlay in front of a scene).

### `rayWorld`

```ts
function rayWorld(def: RayWorldDef): HitWorld
```

Wrap a ray cast (3D picking) as a hit world; candidates are re-sorted by `distance` when given.

### `regionContains`

```ts
function regionContains(t: ScreenTarget, r: ScreenRegion, x: number, y: number): boolean
```

Is a screen point inside a region of a target.

### `regionMeetsCircle`

```ts
function regionMeetsCircle(t: ScreenTarget, r: ScreenRegion, x: number, y: number, radius: number): boolean
```

Does a region of a target meet a circle.

### `screenWorld`

```ts
function screenWorld(targets: readonly ScreenTarget[] | (() => readonly ScreenTarget[])): HitWorld
```

A hit world over 2D screen targets. The list is read at query time, so it can be a live array.

### `validateGun`

```ts
function validateGun(def: GunDef): void
```

Validate a gun definition; throws with a clear message.

## Types

### `AimDef`

```ts
interface AimDef
```

How the crosshair follows its input.

- `smoothing?: number` — Time constant in seconds of an exponential follow toward the input (0, the default, is exact: a positional gun).
- `stickSpeed?: number` — Crosshair speed in pixels per second at full stick deflection (stick or keyboard aiming). Default 240.
- `clamp?: boolean` — Keep the crosshair inside the view (off-screen detection still uses the raw input). Default true.
- `start?: { x: number; y: number }` — Where the crosshair starts (default the view centre).

### `BoostState`

```ts
interface BoostState
```

A temporary weapon boost (the Super Machine Gun).

- `weapon: string` — Weapon id.
- `rate: number` — Fire-rate multiplier.
- `free: boolean` — Shots do not use ammunition.
- `left: number` — Seconds left.

### `ComboDef`

```ts
interface ComboDef
```

Streak (combo) rules.

- `window?: number` — Seconds between hostile hits that keep a streak going (default unlimited: only a miss ends it).

### `Gun`

```ts
interface Gun
```

A running gun.

- `readonly def: GunDef` — The definition.
- `readonly state: GunState` — Live state (plain data).
- `tick(seconds: number, input: GunInput, world?: HitWorld): void` — Advance by `seconds` in fixed steps; trigger presses shorter than a step are latched, never lost.
- `step(input: GunInput, world?: HitWorld): void` — Advance one fixed step.
- `drain(): GunEvent[]` — Take the events since the last drain.
- `weapon(id: string): Readonly<WeaponDef>` — A weapon's definition.
- `fireAt(x: number, y: number, weapon?: string, world?: HitWorld, opts?: { free?: boolean }): boolean` — Fire a weapon at a point now (ignores the trigger and cooldown; uses ammunition unless `free`).
- `reload(weapon?: string): boolean` — Start a reload of the primary (or a named) weapon, as the reload button does.
- `give(weapon: string, supply: Supply): void` — Add ammunition.
- `setAmmo(weapon: string, ammo: { rounds?: number; magazines?: number | null; stock?: number | null }): void` — Set ammunition outright (a stage restock).
- `boost(weapon: string, b: { rate?: number; free?: boolean; seconds: number }): void` — Start or extend a boost: fire-rate multiplier and free rounds for `seconds`.
- `select(weapon: string): void` — Switch the primary weapon.
- `setReady(ready: boolean): void` — Allow or stop firing (cover, cut-scenes).
- `cue(fx: "shake" | "flash", amount: number, seconds: number, color?: string): void` — Queue a presenter cue (shake, flash) through the gun's event stream.
- `peek(world: HitWorld, x?: number, y?: number): HitCandidate | null` — The first candidate under the crosshair (or a point), skipping unhittable ones.
- `inReloadBand(x?: number, y?: number, weapon?: string): boolean` — Is the crosshair (or a point) in the weapon's off-screen reload band (`reload.margin`).
- `canFire(weapon?: string): boolean` — Can this weapon fire right now (ready, loaded or able to fire empty, not reloading).
- `accuracy(): number` — Accuracy so far: hits / shots (0 with no shots).
- `shakeOffset(): { x: number; y: number }` — Current shake offset for presenters (deterministic from the gun's time).
- `snapshot(): GunState` — Deep copy of the state.
- `restore(s: GunState): void` — Restore a snapshot from a gun built from the same definition.
- `reset(): void` — Back to the start.

### `GunDef`

```ts
interface GunDef
```

A light gun.

- `view: ViewSize` — The screen-space view the gun points at.
- `aim?: AimDef` — Crosshair behaviour.
- `weapons: WeaponDef[]` — Weapons; at least one.
- `primary?: string` — Weapon on the trigger (default the first).
- `special?: string` — Weapon on the special button (rockets); optional.
- `parts?: Record<string, PartDef>` — Body-part damage multipliers.
- `protect?: ProtectDef` — Protected-target rules.
- `combo?: ComboDef` — Streak rules.
- `seed?: number` — Seed for spread and recoil (default 1).
- `step?: number` — Fixed step in seconds (default 1/60).

### `GunEvent`

```ts
type GunEvent = | { type: "shot"; shot: number; weapon: string; x: number; y: number; points: Array<{ x: number; y: number }>; free: boolean; onScreen: boolean } | { type: "launch"; shot: number; weapon: string; x: number; y: number; from: { x: number; y: number }; travel: number } | { type: "hit"; shot: number; weapon: string; target: string; region: string; part: string; damage: number; x: number; y: number; kind?: string; data?: Record<string, number | string | boolean>; streak: number; blast: boolean } | { type: "blocked"; shot: number; weapon: string; target: string; region: string; x: number; y: number; kind?: string } | { type: "protected-hit"; shot: number; weapon: string; target: string; region: string; protect: string; warning: boolean; penalty: Record<string, number> | null; x: number; y: number; kind?: string; data?: Record<string, number | string | boolean> } | { type: "miss"; shot: number; weapon: string; x: number; y: number } | { type: "blast"; shot: number; weapon: string; x: number; y: number; radius: number } | { type: "dry"; weapon: string } | { type: "reload"; weapon: string; time: number; via: ReloadMode } | { type: "reloaded"; weapon: string; rounds: number; magazines: number | null } | { type: "empty"; weapon: string } | { type: "boost"; weapon: string; seconds: number } | { type: "boost-end"; weapon: string } | { type: "streak-end"; streak: number } | { type: "fx"; fx: "muzzle" | "shake" | "flash"; x: number; y: number; amount: number; seconds: number; color?: string }
```

Events, drained with `drain()`.

### `GunInput`

```ts
interface GunInput
```

One step of gun input. Every field is optional.

- `x?: number` — Pointer x in view pixels (absolute aim).
- `y?: number` — Pointer y in view pixels (absolute aim).
- `onScreen?: boolean` — Is the gun pointed at the screen (default: the raw point is inside the view).
- `stickX?: number` — Stick x in -1..1 (relative aim).
- `stickY?: number` — Stick y in -1..1, positive down (relative aim).
- `snap?: boolean` — Jump the crosshair to the input with no smoothing (a touch tap).
- `trigger?: boolean` — Trigger held.
- `special?: boolean` — Special button held (fires the special weapon).
- `reload?: boolean` — Reload button held.
- `weapon?: string` — Switch the primary weapon to this id.

### `GunState`

```ts
interface GunState
```

The gun's state (plain data).

- `time: number` — Seconds since creation.
- `aim: { x: number; y: number }` — The crosshair as drawn and fired: smoothed aim plus recoil, in view pixels.
- `base: { x: number; y: number }` — The smoothed aim without recoil.
- `raw: { x: number; y: number }` — The raw input point (may be off screen).
- `recoil: { x: number; y: number }` — Accumulated recoil offset.
- `onScreen: boolean` — Is the gun pointed at the screen.
- `ready: boolean` — Can the gun fire (false while holstered: cover, cut-scenes).
- `primary: string` — Weapon on the trigger.
- `special: string | null` — Weapon on the special button, or null.
- `weapons: Record<string, WeaponState>` — Weapons by id.
- `boosts: BoostState[]` — Active boosts.
- `pending: PendingShot[]` — Shots in flight.
- `stats: GunStats` — Statistics.
- `warningsLeft: number` — Protected-hit warnings left.
- `flash: number` — Seconds of muzzle flash left.
- `shake: { amount: number; left: number; total: number }` — Current screen shake: amplitude in pixels and seconds left of the longest shake.
- `serial: number` — Last shot serial number.
- `rng: number[]` — The seeded random stream's state: four words, from the kernel's `rng.snapshot()`. It advances in place and is saved with the state.
- `specialHeld: boolean` — Special button held last step.
- `reloadHeld: boolean` — Reload button held last step.

### `GunStats`

```ts
interface GunStats
```

Accuracy and streak statistics.

- `shots: number` — Trigger shots fired (a multi-pellet shot counts once).
- `hits: number` — Shots that hit at least one hostile target.
- `misses: number` — Shots that hit nothing hostile or protected.
- `blocked: number` — Shots stopped by a shield.
- `protectedHits: number` — Shots that hit a protected target.
- `warnings: number` — Warnings used.
- `parts: Record<string, number>` — Hits per body part.
- `byWeapon: Record<string, { shots: number; hits: number }>` — Shots and hits per weapon.
- `streak: number` — Current streak of consecutive hitting shots.
- `bestStreak: number` — Best streak.
- `lastHit: number` — Gun time of the last hostile hit (-1: none).

### `HitCandidate`

```ts
interface HitCandidate
```

One thing a shot could hit, in the consumer's occlusion order.

- `target: string` — Target id (the consumer's).
- `region?: string` — Region id within the target (default `'body'`).
- `part?: string` — Body part for damage multipliers and statistics (default the region id).
- `protected?: string | boolean` — Protected: `true` or a kind label (`'hostage'`, `'friend'`); hits are penalties, never damage.
- `shield?: boolean` — A shield: stops the shot without harm (a bullet-proof vest, a white eye).
- `solid?: boolean` — Stops the shot after a hit (default true). `false` lets it continue (thin cover that still counts a hit).
- `damage?: number` — Damage multiplier for this region (default 1).
- `hittable?: boolean` — Shots ignore it (default true).
- `distance?: number` — Distance along a ray (3D) or depth (2D), for reports.
- `kind?: string` — The consumer's kind id, copied into events.
- `data?: Record<string, number | string | boolean>` — Free data copied into events.

### `HitWorld`

```ts
interface HitWorld
```

Answers "what is under this screen point" for the gun.

- `at(x: number, y: number, shot: ShotInfo): HitCandidate[]` — Candidates under a screen point, front to back.
- `within?(x: number, y: number, radius: number, shot: ShotInfo): HitCandidate[]` — Candidates whose regions meet a circle (blasts); order does not matter. Default: `at` at the centre.

### `PartDef`

```ts
interface PartDef
```

Damage multiplier for a named body part (`head`, `body`, `limb` ...).

- `damage?: number` — Damage multiplier (default 1).

### `PendingShot`

```ts
interface PendingShot
```

A shot travelling to its impact point.

- `shot: number` — Shot serial number.
- `weapon: string` — Weapon id.
- `x: number` — Impact x.
- `y: number` — Impact y.
- `from: { x: number; y: number }` — Launch point.
- `t: number` — Seconds since launch.
- `travel: number` — Seconds to impact.

### `ProtectDef`

```ts
interface ProtectDef
```

Protected targets: hostages, civilians, travellers.

- `warnings?: number` — Free warnings per session before penalties apply (Crossbow: "DON'T SHOOT YOUR FRIENDS!"). Default 0.
- `warnKinds?: string[]` — Protected kinds the warnings cover (default every kind).
- `penalties?: Record<string, Record<string, number>>` — Penalty per protected kind (`'*'` for any): free-form numbers the consumer applies (`score`, `damage`, `lives` ...).

### `RayWorldDef`

```ts
interface RayWorldDef
```

A consumer's 3D picking, wrapped as a hit world.

- `cast(x: number, y: number, shot: ShotInfo): HitCandidate[]` — Candidates along the ray through a screen point, nearest first (for rail-route: screenToAim, then pick).
- `within?(x: number, y: number, radius: number, shot: ShotInfo): HitCandidate[]` — Candidates inside a blast centred on a screen point (optional).

### `RecoilDef`

```ts
interface RecoilDef
```

Felt recoil: the crosshair kicks per shot and recovers.

- `kick: number` — Pixels the crosshair kicks up per shot.
- `jitter?: number` — Random sideways kick, up to this many pixels either way (default 0).
- `recover?: number` — Recovery time constant in seconds (default 0.12).
- `max?: number` — Largest accumulated kick in pixels (default 4 x kick).

### `ReloadDef`

```ts
interface ReloadDef
```

Reload rules for a magazine weapon.

- `modes?: ReloadMode[]` — Ways to reload (default `['auto']`): `auto` when the magazine runs dry, `button` on the reload input or `reload()`, `offscreen` by pulling the trigger with the gun pointed off the screen.
- `time?: number` — Seconds a reload takes (default 0: instant). A reload fills the magazine and uses one spare; rounds left in the old one are dropped.
- `margin?: number` — With `offscreen`: a band around the edge of the view, as a fraction of its width and height, that counts as "off the screen" for reloading (default 0). A mouse or a finger cannot leave a browser game, so a trigger pulled with the crosshair in the band reloads a magazine that is not full; with a full magazine the shot fires as usual.

### `ReloadMode`

```ts
type ReloadMode = "auto" | "button" | "offscreen"
```

How a magazine is refilled.

### `ScreenRegion`

```ts
interface ScreenRegion
```

A hit region of a screen target, in target units relative to its centre (scaled by the target's `scale`).

- `id: string` — Region id.
- `part?: string` — Body part for damage multipliers and statistics (default the id).
- `shape?: "circle" | "rect"` — Shape (default `'rect'`).
- `x?: number` — Centre x offset (default 0).
- `y?: number` — Centre y offset, y down (default 0).
- `r?: number` — Circle radius.
- `w?: number` — Rectangle width.
- `h?: number` — Rectangle height.
- `protected?: string | boolean` — Protected region (overrides the target).
- `shield?: boolean` — Shield: stops shots without harm.
- `solid?: boolean` — Stops the shot after a hit (default true).
- `damage?: number` — Damage multiplier (default 1).
- `hittable?: boolean` — Shots ignore it (default true).

### `ScreenTarget`

```ts
interface ScreenTarget
```

A target on the screen.

- `id: string` — Target id.
- `x: number` — Centre x in view pixels.
- `y: number` — Centre y in view pixels.
- `scale?: number` — Scale applied to the regions (default 1).
- `z?: number` — Draw order: higher is in front and is tested first (default 0; ties: later in the list is in front).
- `w?: number` — Default rectangle width when there are no regions.
- `h?: number` — Default rectangle height when there are no regions.
- `regions?: ScreenRegion[]` — Regions, tested in order (default one `w` x `h` rectangle `'body'`).
- `protected?: string | boolean` — The whole target is protected (`true` or a kind label).
- `shield?: boolean` — Every region is a shield unless the region says otherwise.
- `hittable?: boolean` — Shots ignore the whole target.
- `kind?: string` — Kind id copied into candidates.
- `data?: Record<string, number | string | boolean>` — Free data copied into candidates.

### `ShotInfo`

```ts
interface ShotInfo
```

What a resolver is told about the shot it is resolving.

- `shot: number` — Shot serial number.
- `weapon: string` — Weapon id.
- `radius: number` — Blast radius for area queries (0 for point shots).

### `Supply`

```ts
interface Supply
```

What `give` adds to a weapon.

- `rounds?: number` — Rounds into the current magazine (clamped to the magazine size unless `overfill`).
- `magazines?: number` — Spare magazines.
- `stock?: number` — Stock.
- `overfill?: boolean` — Allow rounds beyond the magazine size (Operation Wolf's pickups add 30 rounds to the count).

### `TriggerMode`

```ts
type TriggerMode = "single" | "auto" | "burst"
```

Trigger behaviour: one shot per press, repeat while held, or a burst per press.

### `ViewSize`

```ts
interface ViewSize
```

A screen-space area in logical pixels (the gun's view).

- `w: number` — Width.
- `h: number` — Height.

### `WeaponDef`

```ts
interface WeaponDef
```

A weapon as data.

- `id: string` — Unique id.
- `trigger?: TriggerMode` — Trigger mode (default `'single'`).
- `rate?: number` — Shots per second for `auto` and within a `burst` (default 10).
- `burst?: number` — Shots per burst (default 3).
- `cooldown?: number` — Seconds after a single shot or a burst before the next can start (default 0).
- `damage?: number` — Damage per hit (default 1).
- `spread?: number` — Uniform spread radius in pixels around the crosshair (default 0).
- `pellets?: number` — Pellets per shot, each spread independently (default 1).
- `pierce?: number` — Extra targets a shot passes through after the first solid hit (default 0).
- `pierceShields?: boolean` — Shots go through shields (default false).
- `radius?: number` — Blast radius in pixels: every target in the circle is hit (rockets, grenades). Default none.
- `blastShields?: boolean` — Shields also stop blasts (default false).
- `spareProtected?: boolean` — Blasts do not hurt protected targets (default false).
- `travel?: number` — Seconds from the trigger to impact; resolved against the world when it lands (default 0: hitscan).
- `launch?: { x: number; y: number }` — Where a travelling shot starts on the screen, for presenters (default the bottom centre).
- `magazine?: number` — Rounds per magazine; omit for no magazine.
- `magazines?: number` — Spare magazines at the start; omit for unlimited spares.
- `maxMagazines?: number` — Most spare magazines carried (default unlimited).
- `stock?: number` — A simple stock of shots (rockets, grenades) when there is no magazine; omit both for unlimited.
- `maxStock?: number` — Most stock carried (default unlimited).
- `reload?: ReloadDef` — Reload rules (magazine weapons).
- `whenEmpty?: { rate: number } | null` — With no rounds and no spare magazines left, keep firing at this rate (shots per second) instead of clicking dry.
- `recoil?: RecoilDef` — Crosshair recoil.
- `fx?: WeaponFx` — Presenter cues.

### `WeaponFx`

```ts
interface WeaponFx
```

Presenter cues a weapon emits.

- `flash?: number` — Muzzle flash seconds per shot (default 0.05).
- `shake?: number` — Screen shake in pixels per shot (a recoil motor; default 0).
- `shakeTime?: number` — Seconds each per-shot shake lasts (default 0.08).
- `blast?: number` — Screen shake in pixels when a blast lands (default 0).
- `blastTime?: number` — Seconds a blast shake lasts (default 0.4).

### `WeaponState`

```ts
interface WeaponState
```

Live state of one weapon.

- `id: string` — Weapon id.
- `rounds: number` — Rounds in the magazine (magazine weapons).
- `magazines: number | null` — Spare magazines; null is unlimited.
- `stock: number | null` — Stock (stock weapons); null is unlimited or not a stock weapon.
- `reloading: number` — Seconds left of a reload in progress (0: none).
- `cooldown: number` — Seconds before the next shot may fire.
- `burstLeft: number` — Shots left in the current burst.
- `held: boolean` — The trigger driving this weapon was held last step.

---

## For AI agents: Phaser AE

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