---
title: "Maze room shooter: API"
package: "@phaser-ae/maze-rooms"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "The rules of a room-to-room maze shooter, with electrified walls generated from each room's coordinates, robots that escalate with your score, and a pursuer who cannot be destroyed."
url: https://phaser.io/packs/maze-rooms/api
site: Phaser - https://phaser.io
---

# Maze room shooter: API

`@phaser-ae/maze-rooms` — Room-to-room shooting: electrified walls generated from each room's coordinates, robots that escalate with the score, an unkillable pursuer, as in Berzerk.

## The pack

### `mazeRooms`

```ts
function mazeRooms(): Pack<{ mazeRooms: MazeRoomsApi }>
```

Install the renderer-independent maze-rooms rules (Berzerk). Projectiles are flown by `projectile-patterns`.

## Helpers

### `berzerkLevels`

```ts
function berzerkLevels(): RobotLevel[]
```

The RC31 robot escalation table (MAME driver notes, from The Cutting Room Floor).

### `berzerkMaze`

```ts
function berzerkMaze(x: number, y: number, pillars = 8, multiplier = 7, increment = 0x3153): { arms: Arm[]; seed: number }
```

The original maze for room (x, y): pillar arms in row-major order. With `pillars` = 8 this is Berzerk's
room; any count works. Returns the arms and the RNG seed after generation (robot placement continues it).

### `berzerkPreset`

```ts
function berzerkPreset(o: BerzerkPresetOptions = {}): MazeRoomsConfig
```

Berzerk (Stern, 1980; RC31 rules) as a maze-rooms definition.

### `createMazeRooms`

```ts
function createMazeRooms(config: MazeRoomsConfig): MazeRooms
```

Create a maze-rooms game.

### `mazeHuntPreset`

```ts
function mazeHuntPreset(o: MazeHuntPresetOptions = {}): MazeRoomsConfig
```

A materially different maze-rooms game: a 7x4 grid of smaller cells with hashed mazes, only left and right
exits, one robot per cell that may spawn, a gentler escalation table (more but slower bolts, starting armed),
faster robots from the first room, a faster pursuer that spares robots, held-fire auto-repeat and extra
lives every 3000 points up to four.

### `roomDifficulty`

```ts
function roomDifficulty(name: "easy" | "normal" | "arcade"): RoomDifficulty
```

Named difficulty settings for maze rooms.

### `validateMazeRooms`

```ts
function validateMazeRooms(c: MazeRoomsConfig): void
```

Throw a descriptive error for an unsupported configuration.

## Classes

### `MazeRooms`

```ts
class MazeRooms
```

The maze-rooms rules owner. Create with {@link createMazeRooms}.

- `readonly config: MazeRoomsConfig` — The definition.
- `readonly projectiles: Projectiles` — The projectile owner that flies every bolt.
- `readonly difficulty: RoomDifficulty` — The difficulty in force.
- `constructor(config: MazeRoomsConfig)`
- `get state(): MazeRoomsState` — A read-only copy of the state.
- `get bounds(): { left: number; top: number; right: number; bottom: number }` — Room box: the outer wall lines' extents.
- `boltPosition(id: number): { x: number; y: number; vx: number; vy: number } | null` — Bolt projectile position by id.
- `levelFor(score: number): RobotLevel` — The robot level for a score.
- `armsFor(x: number, y: number): Arm[]` — Pillar arms for any room (from the authored table or the generator).
- `reset(): void` — New game.
- `tick(seconds: number, input: MazeRoomsInput = {}): void` — Advance by real seconds in whole frames (at most 8 per call).
- `step(input: MazeRoomsInput = {}): void` — One frame.
- `drain(): MazeRoomsEvent[]` — Drain events.
- `snapshot()` — Serializable snapshot.
- `restore(snap: ReturnType<MazeRooms["snapshot"]>): void` — Restore a snapshot from the same configuration.

## Types

### `Arm`

```ts
type Arm = "N" | "S" | "E" | "W" | "."
```

A pillar's wall arm: north, south, east, west, or none (authored rooms only).

### `BerzerkPresetOptions`

```ts
interface BerzerkPresetOptions
```

Options for {@link berzerkPreset}.

- `lives?: number` — Starting lives. Original: 3.
- `extraLives?: number[]` — Extra lives (DIP): [5000] (default), [5000, 10000] or [].
- `otto?: boolean` — Pursuer on.
- `startRoom?: { x: number; y: number }` — Start room coordinates. Default: the original cold start (x 0x53, y 0x31).
- `difficulty?: "easy" | "normal" | "arcade" | RoomDifficulty` — Difficulty: "arcade" (default, the original), "normal", "easy", or explicit values.
- `seed?: number` — Seed.

### `MazeGenerator`

```ts
type MazeGenerator = /** The original: seed = Y*256 + X, seed = seed*7 + 0x3153 twice per pillar, arm = high byte & 3 (N,S,E,W). */ | "berzerk" /** A well-mixed hash of seed and coordinates (every layout reachable, no repeats every four rooms). */ | "hashed"
```

Maze generation.

### `MazeHuntPresetOptions`

```ts
interface MazeHuntPresetOptions
```

Options for {@link mazeHuntPreset}.

- `cols?: number` — Cells across (default 7).
- `rows?: number` — Cells down (default 4).
- `lives?: number` — Starting lives (default 4).
- `seed?: number` — Seed.

### `MazeRoomsApi`

```ts
type MazeRoomsApi = typeof rooms & { boxHitsRect: typeof boxHitsRect; dir8: typeof dir8; lcg16: typeof lcg16; overlaps: typeof overlaps }
```

`game.mazeRooms`: the maze-rooms rules owner, its presets and helpers.

### `MazeRoomsConfig`

```ts
interface MazeRoomsConfig
```

The complete maze-rooms definition. {@link berzerkPreset} supplies the 1980 values.

- `fps: number` — Frames per second. Original: 60.
- `room: { /** Cells across. Original: 5. */ cols: number; /** Cells down. Original: 3. */ rows: number; /** Cell width. Original: 48. */ cellW: number; /** Cell height. Original: 68. */ cellH: number; /** Wall thickness. Original: 4. */ wall: number; /** Left edge of the first wall line. */ left: number; /** Top edge of the first wall line. */ top: number; /** Exit sides that exist (all four in the original). */ exits: RoomSide[]; /** Close the exit the player came in by. Original: true. */ closeEntry: boolean; }` — Room geometry: a cols x rows grid of cells; wall lines are `wall` thick.
- `maze: { /** Generator. */ generator: MazeGenerator; /** Authored rooms by "x,y": one letter per pillar in row-major order (N, S, E, W, or . for none). */ authored?: Record<string, string>; /** LCG multiplier and increment for the berzerk generator. Original: 7, 0x3153. */ multiplier: number; /** LCG increment. */ increment: number; }` — Maze arm generation.
- `startRoom: { x: number; y: number }` — Starting room coordinates (0..255 each). The cold-start room of the original is (0x53, 0x31).
- `worldSize: number` — Room coordinates wrap at this size. Original: 256.
- `player: { /** Hit box. */ w: number; /** Hit box. */ h: number; /** Vector ticks per pixel step. Original: 2. */ tprime: number; /** Starting lives. Original: 3. */ lives: number; /** Extra-life scores (each awarded once). Original DIP options: [5000], [5000, 10000] or []. */ extraLives: number[]; /** Most player bolts on screen. */ bolts: number; /** Player bolt speed (px per frame). */ boltSpeed: number; /** Frames between held-fire shots in the same direction (0 = press or re-aim to fire again). */ autoFire: number; /** Distance from the entry wall at which the player appears. */ entryInset: number; }` — The player.
- `robot: { /** Hit box. */ w: number; /** Hit box. */ h: number; /** Points per robot, however it dies. Original: 50. */ score: number; /** Room bonus per robot when all are destroyed. Original: 10. */ bonusPerRobot: number; /** Starting vector ticks per step; one faster per room entered, down to \`minSpeed\`. Original: 5 → 1. */ speed: number; /** Fastest. Original: 1. */ minSpeed: number; /** * Spawn slots (top-left corners) and the jitter added to each (0..jitter-1 px). "cells" uses one slot per * cell, away from the entry cell. Original: eleven slots with 32 px of jitter. */ slots: { x: number; y: number }[] | "cells"; /** Jitter range in pixels. */ jitter: number; /** Chance each slot spawns a robot, cycling with every room entered (the original's BCD density counter). */ chances: number[]; /** Score-based escalation (the RC31 table). */ levels: RobotLevel[]; /** Slow and fast bolt speeds (px per frame). */ boltSpeed: number; /** Fast bolt speed. */ fastBoltSpeed: number; /** Least wake delay on room entry, in frames. Original: 30. */ minWake: number; /** Frames a robot stands after shooting. Original: 10. */ shootPause: number; /** Alignment tolerances for shooting (px): horizontal, vertical, diagonal. */ aim: { horizontal: number; vertical: number; diagonal: number }; }` — Robots.
- `otto: { /** Enabled. */ enabled: boolean; /** Hit box. */ w: number; /** Hit box. */ h: number; /** Vector ticks per step. Original: 2. */ tprime: number; /** Appearance delay unit in frames. Original: 40. */ unit: number; /** Extra units per robot destroyed. Original: 2. */ perKill: number; /** Bounce heights (px) cycled per step. */ bounce: number[]; /** Kills robots it touches. */ killsRobots: boolean; }` — The pursuer (Evil Otto).
- `deathFrames: number` — Frames of the death sequence.
- `exitFrames: number` — Frames of the room-change transition.
- `vectorRate: number` — Vector updates per frame. Original: 1 (the bottom-of-screen interrupt).
- `difficulty?: RoomDifficulty` — Difficulty shaping (default: the original, as {@link roomDifficulty}("arcade")).
- `seed?: number` — Seed for the non-ROM random choices and the time-advanced room RNG.

### `MazeRoomsEvent`

```ts
type MazeRoomsEvent = | { kind: "room-enter"; x: number; y: number; robots: number; entry: RoomSide | "" } | { kind: "robot-killed"; id: string; x: number; y: number; by: "player" | "robot" | "wall" | "collision" | "otto"; score: number } | { kind: "room-bonus"; score: number } | { kind: "fired"; owner: string; x: number; y: number } | { kind: "otto"; x: number; y: number } | { kind: "player-killed"; x: number; y: number; by: "wall" | "robot" | "bolt" | "otto" } | { kind: "room-exit"; side: RoomSide; chicken: boolean } | { kind: "extra-life"; lives: number } | { kind: "game-over"; score: number }
```

Events for presenters.

### `MazeRoomsInput`

```ts
interface MazeRoomsInput
```

Input for one frame.

- `move?: Dir8` — Eight-way stick.
- `fire?: boolean` — Fire button held: the player stands and shoots along the stick (or facing).

### `MazeRoomsState`

```ts
interface MazeRoomsState
```

The whole serialisable state.

- `status: RoomStatus` — Phase.
- `statusFrames: number` — Frames in this phase.
- `frame: number` — Total frames.
- `roomX: number` — Room coordinates.
- `roomY: number` — Room coordinates.
- `rooms: number` — Rooms entered this game.
- `entry: RoomSide | ""` — Side the player entered by ("" at a game start or after a death).
- `exit: RoomSide | ""` — Side the player left by.
- `arms: Arm[]` — Pillar arms in row-major order.
- `walls: WallRect[]` — Wall rectangles of the current room, door included.
- `score: number` — Score.
- `lives: number` — Lives including the one in play.
- `extrasAwarded: number` — Extra lives awarded.
- `player: { x: number; y: number; alive: boolean; facing: Dir8; moving: boolean; shooting: number; time: number; anim: number; fireWas: boolean; aimWas: Dir8; held: number }` — The player.
- `robots: RoomRobot[]` — Robots.
- `robotsAtStart: number` — Robots in the room at entry (bonus basis).
- `level: RobotLevel` — The level in force for this room.
- `robotSpeed: number` — Robot speed (vector ticks per step) for this room.
- `fireCooldown: number` — Robot shot cooldown (frames).
- `bolts: RoomBolt[]` — Bolts.
- `otto: { active: boolean; x: number; y: number; bounce: number; countdown: number; unitFrames: number; time: number; startX: number; startY: number }` — The pursuer.
- `rr: number` — Round-robin pointer over robots + pursuer.
- `bonus: number` — Bonus paid in this room (0 = not yet).
- `lcg: number` — The original's 16-bit room RNG.
- `random: number[]` — Seeded random state (non-ROM choices): four words of the kernel's `createRng` state, advanced in place.
- `nextId: number` — Next id.

### `RobotLevel`

```ts
interface RobotLevel
```

One robot level, chosen by score when a room is entered.

- `from: number` — Applies from this score.
- `colour: string` — Presentation colour.
- `bolts: number` — Most robot bolts on screen at once (0 = robots never fire).
- `fast: boolean` — Fast bolts.
- `delay: number` — Frames before robots wake on entering a room, and frames between robot shots.

### `RoomBolt`

```ts
interface RoomBolt
```

A bolt with its owner (projectile position lives in `projectiles`).

- `id: number` — Projectile id.
- `owner: string` — "player" or a robot id.
- `dir: Dir8` — Direction.
- `fast: boolean` — Fast robot bolt.

### `RoomDifficulty`

```ts
interface RoomDifficulty
```

Difficulty shaping over the robot table. {@link roomDifficulty}("arcade") is all-neutral and plays the
original exactly; every other value is a departure a consumer opts into.

- `population: number` — Multiplier on each room's robot spawn chance (at most 1 after scaling). Arcade: 1.
- `fire: number` — Robot fire-rate scale: the level's delay between robot shots is divided by it. Arcade: 1.
- `boltSpeed: number` — Robot bolt speed scale. Arcade: 1.
- `wake: number` — Extra frames before robots wake on entering a room. Arcade: 0.

### `RoomRobot`

```ts
interface RoomRobot
```

A robot.

- `id: string` — Unique id.
- `x: number` — Centre.
- `y: number` — Centre.
- `dir: Dir8` — Current step direction.
- `facing: Dir8` — Facing for drawing (last non-zero direction or shot direction).
- `wake: number` — Frames until it wakes.
- `pause: number` — Frames it stands after a shot.
- `time: number` — Vector countdown.
- `anim: number` — Steps taken (animation).

### `RoomSide`

```ts
type RoomSide = "left" | "right" | "top" | "bottom"
```

A side of a room.

### `RoomStatus`

```ts
type RoomStatus = "playing" | "dying" | "exiting" | "game-over"
```

Game phase.

---

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