---
title: "Physics workshop levels: API"
package: "@phaser-ae/physics-workshop"
tier: Free
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "Physics levels as versioned JSON, with prefabs, materials, ropes, springs and hinges, loaded into a Box2D world of their own and painted as blueprints."
url: https://phaser.io/packs/physics-workshop/api
site: Phaser - https://phaser.io
---

# Physics workshop levels: API

`@phaser-ae/physics-workshop` — Physics levels as JSON (prefabs, materials, ropes, springs, hinges) loaded into their own Box2D world and painted as blueprints.

## The pack

### `physicsWorkshop`

```ts
function physicsWorkshop(): Pack<{ physicsWorkshop: PhysicsWorkshopApi }>
```

The `physics-workshop` pack: physics levels as JSON (the Design Desk's workshop format), loaded into their own Box2D
world and painted as blueprints.

## Helpers

### `cleanPhysicsLevel`

```ts
function cleanPhysicsLevel(value: unknown): PhysicsLevel
```

Total, bounded and idempotent. Deterministic IDs on migration, never random IDs on read.

### `createPhysicsLevel`

```ts
async function createPhysicsLevel(input: unknown, module?: string): Promise<PhysicsLevelRuntime>
```

Load JSON into Phaser AE' Box2D, with prefabs, joints and materials. No generated game code.

### `expandPhysicsLevel`

```ts
function expandPhysicsLevel(input: unknown): PhysicsAssembly
```

Expand prefabs before simulation. The editor and games use exactly this expansion.

### `paintPhysicsAssembly`

```ts
function paintPhysicsAssembly(ctx: CanvasRenderingContext2D, assembly: PhysicsAssembly, selected?: string): void
```

Blueprint outlines shared by the editor, thumbnails and host games.

### `paintPhysicsPiece`

```ts
function paintPhysicsPiece(ctx:CanvasRenderingContext2D,p:PhysicsPiecePose,selected=false):void
```

Outline one piece in blueprint style at its pose, with an inner mesh, a fixed-piece cross and its label; `selected` highlights it.

### `PART_SIZE`

```ts
const PART_SIZE: Record<PhysicsPart, [number, number]>
```

Default [width, height] in world pixels for each part kind.

### `PHYSICS_MATERIALS`

```ts
const PHYSICS_MATERIALS: readonly ["wood", "rubber", "ice", "steel"]
```

Material presets; each sets a piece's default density, friction and restitution.

### `PHYSICS_PARTS`

```ts
const PHYSICS_PARTS: readonly ["box", "rectangle", "circle", "triangle", "capsule", "polygon", "l-section", "t-section", "oval", "star", "heart", "cross", "custom", "crate", "plank", "ball", "ramp", "domino", "bumper", "anchor", "buggy", "pendulum", "seesaw", "bridge", "ragdoll"]
```

Physics workshop format. Pure JSON, world pixels, clockwise degrees, +y down.
This file is also copied verbatim into the Design Desk. No browser dependencies.

### `physicsPiece`

```ts
function physicsPiece(kind: PhysicsPart, id: string, x: number, y: number, grid = 16): PhysicsItem
```

Make a palette piece; callers supply the ID at the moment of creation.

### `physicsPolygon`

```ts
function physicsPolygon(width:number,height:number,sides:number):{x:number;y:number}[]
```

Convex polygon vertices normalized to the exact requested footprint.

### `physicsShapePoints`

```ts
function physicsShapePoints(kind:PhysicsPart,sides=6):PhysicsPoint[]
```

Ready-made concave silhouettes and normalized regular shapes.

### `physicsStarter`

```ts
function physicsStarter(kind: 'dominoes' | 'buggy' | 'playground' | 'blank' = 'playground'): PhysicsLevel
```

Authored starter levels, all in the same format as an export.

### `simplifyPhysicsPoints`

```ts
function simplifyPhysicsPoints(input:readonly PhysicsPoint[],max=64,tolerance=.006):PhysicsPoint[]
```

Ramer-Douglas-Peucker reduction plus an even cap for authored/traced outlines.

## Constants

### `physicsNumber`

```ts
const physicsNumber = (v: unknown, fallback: number, low: number, high: number): number=> …
```

Coerce `v` to a number clamped to [`low`, `high`]; `fallback` when it is not a finite number (null and the empty string count as missing). Never throws.

## Types

### `PhysicsAssembly`

```ts
interface PhysicsAssembly
```

A level expanded into simulation pieces and the joints between them.

- `pieces: PhysicsPiecePose[]` — Every piece, in item order; a prefab such as a buggy or ragdoll contributes several.
- `joints: { a: string; b: string; kind: 'rope' | 'spring' | 'hinge' | 'wheel'; }[]` — Joints by piece id; `wheel` is the suspended wheel joint a buggy uses, the others are the level's link kinds.

### `PhysicsBounds`

```ts
interface PhysicsBounds
```

Which edges of the level rectangle get an invisible wall; all false by default.

- `left: boolean` — Wall along the left edge (x = 0).
- `right: boolean` — Wall along the right edge (x = level width).
- `top: boolean` — Wall along the top edge (y = 0).
- `bottom: boolean` — Wall along the bottom edge (y = level height).

### `PhysicsItem`

```ts
interface PhysicsItem
```

One authored item of a level: a part with a pose, a material and its physics tuning.

- `id: string` — Unique id within the level, at most 80 characters; links refer to it. A missing id becomes `piece-<index>`.
- `name: string` — Label painted above the item, at most 80 characters; empty for none.
- `kind: PhysicsPart` — Which part this is; an unknown kind becomes `box`.
- `x: number` — Centre x in world pixels, within +/-1,000,000; default 400.
- `y: number` — Centre y in world pixels (+y down), within +/-1,000,000; default 200.
- `width: number` — Width in world pixels, 1 to 100000; default the kind's width in `PART_SIZE`.
- `height: number` — Height in world pixels, 1 to 100000; default the kind's height in `PART_SIZE`.
- `angle: number` — Rotation in degrees, clockwise on screen, -360 to 360; default 0.
- `material: PhysicsMaterial` — Material preset that supplies the default density, friction and restitution; default `wood`.
- `fixed: boolean` — Whether the item is static (never moves). Default true for ramp, anchor and bumper, false otherwise.
- `flipX: boolean` — Mirror a ramp left to right; default false.
- `cornerRadius: number` — Rounding of a box's corners in world pixels, 0 to just under half the smaller side; default 0.
- `sides: number` — Sides of a regular `polygon`, 3 to 8; default 6.
- `points: PhysicsPoint[]` — Outline as fractions of width and height from the centre; three or more make a custom (possibly concave) shape, at most 64 kept. Preset kinds such as star and heart fill it in.
- `mass: number` — Exact total mass in kilograms, shared across a prefab's pieces by area; 0 (default) takes the mass from `density`. Up to 100000.
- `density: number` — Mass per unit area, 0.001 to 1000; default from the material.
- `friction: number` — Surface friction, 0 to 10; default from the material.
- `restitution: number` — Bounciness, 0 (a beanbag) to 2; default from the material.
- `linearDamping: number` — Linear damping (air resistance), 0 to 100; default 0.
- `angularDamping: number` — Angular damping, 0 to 100; default 0.05.
- `gravityScale: number` — Multiplier on the level's gravity for this item, -10 to 10; default 1.
- `fixedRotation: boolean` — Lock the item's rotation; default false.
- `sensor: boolean` — Report overlaps without stopping anything; default false.
- `bullet: boolean` — Continuous collision, so a fast item cannot tunnel through a thin wall; default true.

### `PhysicsLevel`

```ts
interface PhysicsLevel
```

A whole authored physics level: the JSON the workshop exports and `createPhysicsLevel` loads.

- `format: 'phaser-ae.physics2d'` — File format tag; always `phaser-ae.physics2d`.
- `version: 1` — File format version; always 1.
- `name: string` — Title, at most 100 characters; default `Untitled experiment`.
- `width: number` — Level width in world pixels, 16 to 1,000,000; default 1600.
- `height: number` — Level height in world pixels, 16 to 1,000,000; default 896.
- `gravity: number` — Gravity in world pixels per second squared, +y down, -1800 to 1800; default 900.
- `grid: number` — Editor snap size in world pixels, 1 to 512; default 16.
- `bounds: PhysicsBounds` — Which edges of the level rectangle are walled.
- `items: PhysicsItem[]` — The items, at most 250.
- `links: PhysicsLink[]` — The joints between items, at most 250; a link to an unknown item is dropped.

### `PhysicsLevelRuntime`

```ts
interface PhysicsLevelRuntime extends PhysicsAssembly
```

A loaded configuration. Call step at 1/120s, draw the pieces, and dispose on exit.

- `world: Box2dWorld` — The live Box2D world; destroyed by `dispose`.
- `bodies: Map<string, Body2d>` — The body of each piece, by piece id.
- `step(dt: number, drive?: number): void` — Advance the simulation by `dt` seconds (clamped to 0 to 1/30); `drive`, -1 to 1 (default 0), spins every wheel piece. Does nothing after `dispose`.
- `dispose(): void` — Destroy the world and clear `bodies`; safe to call twice.

### `PhysicsLink`

```ts
interface PhysicsLink
```

A joint between two items of a level.

- `id: string` — Unique link id, at most 80 characters; a missing id becomes `link-<index>`.
- `kind: 'rope' | 'spring' | 'hinge'` — `rope` keeps the items a fixed distance apart, `spring` is a soft rope, `hinge` pins them at their midpoint.
- `a: string` — Id of the first item (or prefab piece) joined.
- `b: string` — Id of the second item (or prefab piece) joined; must differ from `a`.

### `PhysicsMaterial`

```ts
type PhysicsMaterial = typeof PHYSICS_MATERIALS[number]
```

The name of a material preset: `wood`, `rubber`, `ice` or `steel`.

### `PhysicsPart`

```ts
type PhysicsPart = typeof PHYSICS_PARTS[number]
```

One kind of part: a primitive shape, a ready-made outline, or a prefab such as `buggy` that expands into several pieces.

### `PhysicsPiecePose`

```ts
interface PhysicsPiecePose extends PoseTarget
```

A drawable piece of a prefab, posed by the engine's actual Box2D world.

- `id: string` — Unique piece id: the item's id for its first piece, `<item id>/<n>` for the others of a prefab.
- `owner: string` — Id of the level item this piece was expanded from.
- `label?: string` — The item's name; set on its first piece only.
- `shape: 'box' | 'circle' | 'ramp' | 'capsule' | 'polygon' | 'custom'` — Collision and paint shape; `ramp` is a right triangle, `custom` uses `points`.
- `material: PhysicsMaterial` — Material preset that supplies the default density, friction and bounce.
- `fixed: boolean` — Whether the piece is static.
- `flipX?: boolean` — Mirror a ramp left to right.
- `accent?: string` — Role of the piece: `wheel`, `buggy`, `doll` or `face` inside a prefab, else the item's kind; it selects extra tuning such as wheel grip and bumper bounce.
- `cornerRadius?: number` — Rounding of a box's corners in world pixels.
- `sides?: number` — Sides of a regular polygon, 3 to 8.
- `points?: PhysicsPoint[]` — Outline of a `custom` shape as fractions of width and height from the centre.
- `mass?: number` — This piece's share of the item's exact mass in kilograms; unset to take the mass from density.

### `PhysicsPoint`

```ts
interface PhysicsPoint
```

One point of a custom outline, as fractions of the item's size from its centre.

- `x: number` — Fraction of the item's width from its centre: -0.5 is the left edge, 0.5 the right.
- `y: number` — Fraction of the item's height from its centre: -0.5 is the top edge, 0.5 the bottom.

### `PhysicsWorkshopApi`

```ts
type PhysicsWorkshopApi = typeof level & typeof paint
```

`game.physicsWorkshop`: the level format, its loader and its painter.

---

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