---
title: "Maze chase: API"
package: "@phaser-ae/maze-chase"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "The rules of a dot-eating maze chase, with arcade cornering, wrap tunnels, four ghost personalities, a ghost house, bonus fruit, level tables and a maze generator."
url: https://phaser.io/packs/maze-chase/api
site: Phaser - https://phaser.io
---

# Maze chase: API

`@phaser-ae/maze-chase` — Maze-chase rules: arcade cornering, tunnels, four ghost personalities, the ghost house, Elroy, fruit, level tables and maze generation, as in Pac-Man.

## The pack

### `mazeChase`

```ts
function mazeChase(): Pack<{ mazeChase: typeof kit }>
```

Install the renderer-independent maze chase API.

## Helpers

### `classicLevel`

```ts
function classicLevel(level: number): MazeTuning
```

One row of the arcade's level table (Pittman, "The Pac-Man Dossier", table A.1): speeds as fractions of
full speed, frightened time and flashes, Elroy thresholds, scatter/chase timings, fruit, house release
counters and the release timer. Levels beyond 21 repeat level 21.

### `createMazeChase`

```ts
function createMazeChase(config: MazeConfig)
```

Create a deterministic maze chase from an authored or generated definition.

### `gardenLevels`

```ts
function gardenLevels(count = 12): MazeTuning[]
```

A gentler table for generated mazes: each level a little faster, with shorter frightened time.

### `generateMaze`

```ts
function generateMaze(options: MazeGeneration = {})
```

Seeded connected maze: depth-first carve, loop openings, optional wrap tunnels and ghost house.

### `mazePreset`

```ts
function mazePreset( kind: "classic" | "garden" = "classic", options: MazePresetOptions = {}, ): MazeConfig
```

`classic`: the arcade arrangement and level table (start level via `level`). `garden`: a seeded generated
maze (dimensions, ghosts, loops, tunnels and house from `generation`) regenerated every level, with its own
table. Any field can be overridden; both are ordinary `MazeConfig` data.

### `nextMazeLevel`

```ts
function nextMazeLevel( game: MazeChase, definition: MazeConfig, ): MazeChase
```

Continue a finished board in a different definition (another authored maze, say), keeping score, lives and
extra-life progress. For the same definition, `game.nextLevel()` is enough; it runs automatically unless
`autoAdvance` is false.

### `resolveMazeLevel`

```ts
function resolveMazeLevel( config: MazeConfig, level: number, ): ResolvedMaze
```

Merge one level-table entry over a definition. Pure; exported so a presenter can preview any level.

## Classes

### `MazeChase`

```ts
class MazeChase
```

Owns buffered maze movement, ghost AI, the house, collectibles, fruit, lives and level progression.

- `readonly config: MazeConfig` — The definition as authored (all levels).
- `cols: number` — Maze width in tiles; set from the current level's map.
- `rows: number` — Maze height in tiles; set from the current level's map.
- `constructor(cfg: MazeConfig)`
- `get state(): MazeState` — A copy of the complete state.
- `get definition(): ResolvedMaze` — The definition in force for the current level (level table applied, generated maze included).
- `get mode(): "scatter" | "chase"` — Current scatter/chase mode (frightened is per ghost).
- `levelFruit(level: number): { kind: string; score: number } | null` — Fruit kind and score shown for a level, from the level table.
- `input(d: Direction)` — Buffer a direction; it is taken as soon as it is legal, including early/late cornering.
- `setGate(id: string, open: boolean)` — Open or close a gate; never closes a gate on an actor.
- `target(id: string): Cell` — The tile a ghost is currently steering toward (inspectable for debugging and tests).
- `nextLevel()` — Advance to the next level now: new level table entry (and new maze with a generator); score and lives carry over.
- `tick(dt: number)` — Fixed 120 Hz rules, independent of presentation frame cadence.
- `drain()` — Take and clear the pending events.
- `snapshot()` — The complete state and the unspent fixed-step time, to save.
- `restore(snapshot: ReturnType<MazeChase["snapshot"]>)` — Replaces the game with a saved snapshot. Throws if its status, ghosts, collectibles or numbers are invalid for the current level.
- `reset()` — Start the whole game again from the configured level.

## Constants

### `CLASSIC_FULL_SPEED`

```ts
const CLASSIC_FULL_SPEED: number
```

100% speed in the arcade: 75.75757625 pixels per second over 8-pixel tiles.

### `CLASSIC_LEVELS`

```ts
const CLASSIC_LEVELS: readonly MazeTuning[]
```

The arcade's level table, levels 1..21 (the last repeats).

### `CLASSIC_MAZE`

```ts
const CLASSIC_MAZE: readonly string[]
```

The arcade maze, 28x31 tiles (the 36-row screen less three score rows and two lives rows): 240 dots,
four energizers, the wrap tunnel on row 14 and the ghost house with its door. Data, not an engine limit.

## Types

### `GhostDefinition`

```ts
interface GhostDefinition
```

One pursuer. Coordinates are tile centres; half-tile values (e.g. 13.5) are allowed for spawn points.

- `id: string` — Unique name for the ghost, used by `target`, events, anchors and per-level patches; not empty.
- `at: Cell` — Spawn point. Inside a house (`H`) the ghost waits in the pen; elsewhere it starts roaming.
- `home?: Cell` — Where eaten eyes revive: a house slot, or a maze tile when there is no house. Default `at` (or the house home for a ghost spawned outside).
- `direction?: Direction` — Heading at the start; default left.
- `personality: Personality` — How it picks its target tile; see {@link Personality}.
- `scatter: Cell` — Scatter target tile; may lie outside the board, as the arcade's corner targets do.
- `releaseDots?: number` — Personal dot counter limit before this ghost leaves the house.
- `releaseAfterDeath?: number` — Global dot counter value that releases this ghost after the player has lost a life.
- `ahead?: number` — Tiles ahead of the player for `ambush` (default 4) and `vector` (default 2).
- `nearDistance?: number` — `shy` distance in tiles (default 8).
- `anchor?: string` — `vector` anchor ghost id (default: the first ghost).
- `speed?: number` — Normal speed in tiles per second; replaces `ghostSpeed` for this ghost.
- `elroy?: { remaining: number; speed: number }[]` — "Cruise Elroy": once remaining dots fall to `remaining`, this ghost moves at `speed` and ignores scatter. Later entries take priority when also satisfied.

### `GhostPhase`

```ts
type GhostPhase = "pen" | "exiting" | "roaming" | "eyes" | "entering" | "reviving"
```

Ghost lifecycle. `pen`: waiting inside the house. `exiting`: following the scripted path out of the house.
`roaming`: in the maze (scatter, chase or frightened). `eyes`: eaten, routing back. `entering`: eyes
descending into the house. `reviving`: back home, about to leave again (or, with no house, to roam again).

### `GhostState`

```ts
interface GhostState
```

Serializable ghost pose and lifecycle.

- `id: string` — The ghost's id, matching a {@link GhostDefinition}.
- `motion: GridWalkerState` — The ghost's pose: position in tile units, heading and buffered turn, as for the grid walker.
- `phase: GhostPhase` — Where the ghost is in its lifecycle; see {@link GhostPhase}.
- `frightened: boolean` — Whether the ghost is frightened now: it turns blue after an energizer and can be eaten.
- `releaseCount: number` — Personal dot counter.
- `revive: number` — Seconds left in `reviving`.
- `planned: Direction` — Direction chosen for the tile being entered (one-tile lookahead).
- `reverse: boolean` — A forced reversal is pending.
- `exitReverse: boolean` — The mode changed while inside the house, so this ghost leaves the other way.
- `path: Cell[]` — Remaining scripted waypoints for pen exit/entry.

### `MazeConfig`

```ts
interface MazeConfig extends Omit<MazeTuning, "ghosts" | "fruit">
```

A complete authored maze game. Map characters: `#` wall, `.` dot, `o` energizer, space floor,
`H` ghost-house interior, `=` house door. Every count, position, speed, table and timing is data.

- `map: string[]` — The maze as rows of text, all the same width, at most a million tiles in all. `#` wall, `.` dot, `o` energizer, space floor, `H` house interior, `=` house door. `generator` replaces it each level.
- `player: Cell` — Player start; half-tile x is allowed (classic 13.5).
- `direction?: Direction` — The player's heading at the start; default left.
- `ghosts: GhostDefinition[]` — The pursuers, each with its own start, scatter corner, personality and release rules; may be empty. Ids must be unique.
- `house?: MazeHouse` — The ghost house; required when any ghost starts on an `H` tile. Without one, ghosts revive at their home tile in the maze.
- `portals?: { from: Cell; direction: Direction; to: Cell }[]` — Directed wrap portals: leaving `from` in `direction` arrives at `to`. Actors slide off the tile edge and in at the far one.
- `noUp?: Cell[]` — Tiles where chasing/scattering ghosts may not choose up (frightened ghosts and eyes may).
- `tunnelCells?: Cell[]` — Tiles where ghosts slow to `tunnelSpeed`.
- `gates?: MazeGate[]` — Barriers on open tiles that keys open and `setGate` toggles.
- `keys?: MazeKey[]` — Keys on open tiles, each opening named gates when the player enters its tile.
- `fruit?: MazeFruit` — Bonus fruit: where it appears, when and what it is worth.
- `levels?: MazeTuning[]` — Level table: level N uses entry min(N, length) - 1 merged over this config.
- `generator?: MazeGeneration` — Regenerate the maze for every level with these parameters (seed advances with the level).
- `turnBefore?: number` — Pre-turn window in tiles (< 0.5).
- `turnAfter?: number` — Post-turn window in tiles (< 0.5).
- `arcadeCornering?: boolean` — Swap pre/post windows when moving left or up, as the arcade does.
- `upTargetBug?: boolean` — Reproduce the arcade overflow: "ahead" targets moving up are also shifted left.
- `lives?: number` — Lives including the one in play.
- `seed?: number` — Seed for frightened-ghost choices and fruit timing; default 1. It is restored at the start of every life and level.
- `pelletScore?: number` — Points per dot; default 10.
- `powerScore?: number` — Points per energizer; default 50.
- `ghostScores?: number[]` — Score for the 1st, 2nd, ... ghost eaten on one energizer; the last entry repeats.
- `pelletPause?: number` — Freeze after eating a dot / energizer (the player only).
- `powerPause?: number` — Seconds the player freezes after eating an energizer; default 3/60.
- `capturePause?: number` — Freeze after eating a ghost (all but eyes).
- `reviveSeconds?: number` — Seconds an eaten ghost waits at home, revived, before it leaves again; default 0.25.
- `startSeconds?: number` — READY! time at the very start, and after a lost life or a new level.
- `readySeconds?: number` — READY! time after a lost life or a new level, in seconds; default 2.
- `deathSeconds?: number` — Total time from a fatal contact to the next READY!; the first `deathFreezeSeconds` hold the scene still.
- `deathFreezeSeconds?: number` — Seconds at the start of the dying phase that hold the scene still. The rules only validate it; a presenter reads it from `definition` (the gallery game uses 1 by default).
- `levelCompleteSeconds?: number` — Maze flash after the last dot, before the next level.
- `autoAdvance?: boolean` — Advance to the next level automatically after the flash (default true).
- `fruitScoreSeconds?: number` — How long an eaten fruit's score stays on screen.
- `collisionRadius?: number` — Combined player/ghost contact distance in tiles (default 0.5, about one shared tile).
- `collision?: "distance" | "tile"` — `distance` (default) or the arcade's `tile` (same rounded tile).
- `extraLifeScore?: number` — First extra life score; 0 disables.
- `extraLifeEvery?: number` — Further extra lives every N points after the first; 0 (default) awards only one.
- `goal?: "clear" | "score"` — `clear` (default) ends a level when every dot and energizer is eaten; `score` ends it when the score reaches `targetScore`.
- `targetScore?: number` — Score that ends a level when `goal` is `score`; default 1000.
- `level?: number` — Starting level.

### `MazeEvent`

```ts
interface MazeEvent
```

Ordered notifications for a renderer or audio adapter.

- `kind: | "pellet" | "power" | "ghost-eaten" | "fruit-spawn" | "fruit-eaten" | "fruit-expired" | "ghost-release" | "ghost-revived" | "mode" | "start" | "death" | "game-over" | "level-complete" | "level-start" | "extra-life" | "gate" | "portal"` — What happened: `pellet` or `power` eaten, `ghost-eaten`, `fruit-spawn`, `fruit-eaten`, `fruit-expired`, `ghost-release`, `ghost-revived`, `mode` (scatter and chase swapped), `start` of play, `death`, `game-over`, `level-complete`, `level-start`, `extra-life`, `gate` opened or closed, or `portal` crossed.
- `id?: string` — Ghost id; omitted for the player.
- `from?: Cell` — For `portal`: the tile the actor left.
- `to?: Cell` — For `portal`: the tile it arrived at.
- `score?: number` — Points involved, for `pellet`, `power`, `ghost-eaten` and `fruit-eaten`.
- `level?: number` — The level, for `start`, `level-start` and `level-complete`.

### `MazeFruit`

```ts
interface MazeFruit
```

Bonus fruit: where, after how many eaten dots, what it is worth and how long it stays (a seeded value in `seconds`).

- `at: Cell` — Where the fruit appears, in tiles; half-tile positions are allowed.
- `thresholds: number[]` — Dots eaten (energizers included) at which a fruit appears, one entry per fruit; whole numbers from 1, strictly increasing.
- `score: number` — Points for eating it.
- `kind?: string` — Name for a renderer to pick the picture by; default `cherry`.
- `seconds?: [number, number]` — Shortest and longest time it stays, in seconds; each fruit stays a seeded value between them. Default 9.33 and 10.

### `MazeGate`

```ts
interface MazeGate
```

A controllable tile barrier with an independent ghost passage policy.

- `id: string` — Unique name that keys and `setGate` use to open or close it.
- `at: Cell` — The tile it blocks, as column and row. It must be an open tile.
- `open?: boolean` — Whether it starts open; default false.
- `ghostsPass?: boolean` — Whether ghosts can pass it while it is closed; default false.

### `MazeGeneration`

```ts
interface MazeGeneration
```

Seeded generated-maze parameters (see `generateMaze`). With `MazeConfig.generator`, each level gets a fresh maze.

- `seed?: number` — Seed for the first level's maze; level N uses `seed + N - 1`. Default 1.
- `cols?: number` — Odd width in tiles, 9..199.
- `rows?: number` — Odd height in tiles, 9..199.
- `ghostCount?: number` — Ghosts to place in the generated maze, from 0 to 64. Default 2.
- `loops?: number` — Extra wall openings that turn the perfect maze into loops.
- `tunnels?: number` — Number of wrap-around tunnel rows (each opens both side walls).
- `house?: boolean` — Carve a central ghost house with a door (needs cols and rows >= 13).
- `energizers?: number` — Energizer count, placed in corners first.

### `MazeHouse`

```ts
interface MazeHouse
```

The ghost house. Ghosts leave through `exit`, eyes descend to `home` and then to their own slot.

- `exit: Cell` — The point just outside the door where ghosts join the maze. Half-tile x is allowed (classic 13.5).
- `home: Cell` — The house centre the eyes descend to.
- `door?: Cell` — The door tile (informational; the map's `=` tiles are the door).
- `exitDirection?: Direction` — Direction a ghost takes on leaving, unless the mode changed while it was inside (then the reverse). Default left.

### `MazeKey`

```ts
interface MazeKey
```

An obtainable key that opens named gates and optionally awards points.

- `at: Cell` — The tile the key lies on, as column and row; it is collected when the player enters it.
- `gates: string[]` — Ids of the {@link MazeGate}s it opens when collected.
- `score?: number` — Points awarded when collected; default 0.

### `MazePhase`

```ts
interface MazePhase
```

A scatter/chase phase. The last phase lasts for ever.

- `mode: "scatter" | "chase"` — `scatter`: ghosts head for their scatter corners. `chase`: they pursue the player by their personalities.
- `seconds: number` — How long the phase lasts, in seconds; above 0.

### `MazePresetOptions`

```ts
type MazePresetOptions = Partial<MazeConfig> & { generation?: MazeGeneration; }
```

Overrides plus, for the generated preset, the maze generator's own parameters.

### `MazeState`

```ts
interface MazeState
```

Complete serializable board progress.

- `player: GridWalkerState` — The player's pose: position in tile units, heading and buffered turn, as for the grid walker.
- `playerMoving: boolean` — Whether the player moved during the last tick (renderers stop the chomp when blocked).
- `ghosts: GhostState[]` — Every ghost's state, in the order of `config.ghosts`.
- `pellets: Cell[]` — The dots still to eat, as tile columns and rows.
- `powers: Cell[]` — The energizers still to eat, as tile columns and rows.
- `keys: MazeKey[]` — The keys not yet collected.
- `gates: Record<string, boolean>` — Whether each gate is open, by gate id.
- `score: number` — Points scored in this game; it carries over between levels.
- `lives: number` — Lives left, including the one in play.
- `eaten: number` — Dots and energizers eaten on this level; the fruit thresholds count against it.
- `dotsTotal: number` — Dots and energizers the level started with.
- `level: number` — The level being played, from 1.
- `time: number` — Seconds of play so far, carried over between levels; it does not run while the game is over.
- `modeIndex: number` — Index into the scatter/chase schedule of the current phase.
- `modeRemaining: number` — Seconds left in the current scatter/chase phase.
- `frightened: number` — Frightened seconds left.
- `flash: boolean` — Frightened ghosts are currently in the white half of a flash.
- `combo: number` — Ghosts eaten on the current energizer; it picks the next entry of `ghostScores`.
- `fruit: { kind: string; at: Cell; score: number; remaining: number } | null` — The bonus fruit on the board, with its remaining seconds, or null.
- `fruitIndex: number` — How many of the fruit's thresholds have already been reached.
- `fruitScore: { score: number; at: Cell; remaining: number } | null` — An eaten fruit's score, shown where it was.
- `capture: { id: string; score: number; at: Cell; remaining: number } | null` — A ghost just eaten: everything but eyes is frozen and the score is shown in its place.
- `status: MazeStatus` — Where the round stands: `ready`, `playing`, `dying`, `level-complete` or `lost`.
- `statusTime: number` — Seconds since the status last changed.
- `statusRemaining: number` — Seconds left in a timed status (ready, dying, level-complete).
- `playerPause: number` — Seconds the player stays frozen after eating a dot or energizer.
- `starvation: number` — Seconds since the player last ate or a ghost was forced out; at `starvationSeconds` (default 4) the next waiting ghost is forced out of the house.
- `afterDeath: boolean` — The global dot counter governs releases (after a lost life).
- `globalDots: number` — Dots eaten since the last lost life, while the global counter governs releases.
- `elroyHold: boolean` — Elroy is suspended after a lost life until the house empties.
- `extraLives: number` — Extra lives awarded so far in this game.
- `random: number[]` — The ghost-choice and fruit stream: four words of the kernel's `createRng` state, advanced in place.

### `MazeStatus`

```ts
type MazeStatus = "ready" | "playing" | "dying" | "level-complete" | "lost"
```

Lifecycle of a round.

### `MazeTuning`

```ts
interface MazeTuning
```

Everything a level table can change. Speeds are tiles per second, times are seconds.

- `playerSpeed?: number` — Player speed in tiles per second; default 7.6.
- `frightenedPlayerSpeed?: number` — Player speed while ghosts are frightened.
- `ghostSpeed?: number` — Ghost speed in tiles per second; default 7.1. A ghost's own `speed` or a Cruise Elroy entry replaces it.
- `frightenedSpeed?: number` — Frightened ghost speed in tiles per second; default 4.7.
- `tunnelSpeed?: number` — Ghost speed on `tunnelCells` (the player is never slowed there).
- `eyesSpeed?: number` — Speed of eaten ghosts returning home, in tiles per second; default 18.9.
- `houseSpeed?: number` — Ghost speed inside the house and while leaving it.
- `frightenedSeconds?: number` — Frightened time after an energizer. 0 still reverses the ghosts but never turns them blue.
- `flashes?: number` — White flashes at the end of frightened time, each `flashPeriod` seconds long.
- `flashPeriod?: number` — Seconds each white flash at the end of frightened time lasts; default 0.4.
- `schedule?: MazePhase[]` — The scatter and chase phases in order; the last lasts for ever. Default the arcade's: 7, 20, 7, 20, 5, 20, 5 seconds, then chase.
- `starvationSeconds?: number` — Seconds without eating that force the next waiting ghost out of the house.
- `fruit?: { kind?: string; score?: number }` — Fruit kind and score for this level (position and thresholds come from `MazeConfig.fruit`).
- `ghosts?: Record< string, Partial< Pick< GhostDefinition, "releaseDots" | "releaseAfterDeath" | "speed" | "elroy" > > >` — Per-ghost patches for this level, by ghost id: release counters, speed, Elroy thresholds.

### `Personality`

```ts
type Personality = "chase" | "ambush" | "vector" | "shy" | "random"
```

Target policies. `chase` targets the player's tile; `ambush` targets `ahead` tiles in front of the player;
`vector` doubles the vector from the `anchor` ghost to the tile `ahead` of the player; `shy` chases while
at least `nearDistance` tiles away and otherwise heads for its scatter target; `random` wanders as if
frightened.

### `ResolvedMaze`

```ts
type ResolvedMaze = MazeConfig & { fruit?: MazeFruit }
```

The definition actually in force for one level: the config with its level-table entry applied.

---

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