---
title: "Platform enemies: API"
package: "@phaser-ae/platform-enemies"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Enemy behaviours and spawners for side-view arcade platform games, from patrols and ladder-climbing chasers to rolling barrels, hoppers, flip-and-recover creatures, pipes and throwers."
url: https://phaser.io/packs/platform-enemies/api
site: Phaser - https://phaser.io
---

# Platform enemies: API

`@phaser-ae/platform-enemies` — Enemy behaviours and spawners for arcade platform games: patrol, ladder-aware pursuit, barrels, wanderers, hoppers, flip-and-recover, pipes and emitters.

## The pack

### `platformEnemies`

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

Install the renderer-independent platform enemies API.

## Helpers

### `alienKind`

```ts
function alienKind(o: KindOptions = {}): EnemyKind
```

Space Panic alien: wanders floors and ladders toward the player; cannot jump. Estimates.

### `barrelKind`

```ts
function barrelKind(o: KindOptions & { ladderChance?: number; steer?: number; plungeChance?: number } = {}): EnemyKind
```

Donkey Kong barrel: rolls along girders (~1 px/frame, estimate), falls off the ends with a small bounce and
reverses, and at each ladder top may roll down the ladder. The chance rises when Mario is below (the arcade
steers barrels toward the player's joystick; modelled as a target-below bonus). Passes broken ladders.

### `bouncerKind`

```ts
function bouncerKind(o: KindOptions = {}): EnemyKind
```

Bubble Bobble Monsta style flyer: flies diagonally and ricochets off walls, floors and ceilings. Estimates.

### `bubbleWalkerKind`

```ts
function bubbleWalkerKind(o: KindOptions & { skill?: number } = {}): EnemyKind
```

Bubble Bobble walker (Zen-chan style): chases along floors, jumps up through one-way platforms toward a higher
player, walks off edges toward a lower one, wraps from the bottom to the top. Estimates.

### `chaserKind`

```ts
function chaserKind(o: KindOptions & { skill?: number } = {}): EnemyKind
```

A generic ladder-aware chaser for custom levels: shortest routes over floors and ladders, re-planned often.

### `createEnemies`

```ts
function createEnemies(o: EnemiesOptions): EnemyDirector
```

Create an enemy director over a walker world.

### `fighterFlyKind`

```ts
function fighterFlyKind(o: KindOptions = {}): EnemyKind
```

Mario Bros Fighter Fly: hops in fixed arcs and can only be flipped while touching the floor. Estimates.

### `fireballKind`

```ts
function fireballKind(o: KindOptions & { ladderChance?: number; bias?: number } = {}): EnemyKind
```

Donkey Kong fireball / Firefox: wanders along girders, turns at edges, climbs ladders (not broken ones), drifting
toward Mario. Speeds are estimates (fireballs are slower than Mario).

### `guardKind`

```ts
function guardKind(o: KindOptions & { skill?: number; strategy?: "scan" | "lode-runner" } = {}): EnemyKind
```

Lode Runner guard: runs slower than the runner, climbs, hangs and drops. `strategy: 'scan'` (default) chases with a
row-scan heuristic after Doug Smith's original; `strategy: 'lode-runner'` uses the 1983 decision itself
(`lodeRunnerMove`: same-floor dash, then left/right floor scans rating ladders and drops 100 + rows above the
runner, 200 + rows below him, distance on his row), falls centred into holes and steps off ladders into the air.
Speeds are estimates (`speed` scales them).

### `lodeRunnerCell`

```ts
function lodeRunnerCell(map: PlatformMap, b: Pick<WalkerBody, "x" | "feet">): { col: number; row: number }
```

The grid cell the original code tracks: the column under the centre, the row whose cell the feet are nearest.

### `lodeRunnerIntent`

```ts
function lodeRunnerIntent(map: PlatformMap, me: WalkerBody, move: LodeRunnerMove, occupied: (col: number, row: number) => boolean = () => false): Partial<WalkerIntent>
```

Turn a decision into a walker intent: step sideways (climbers first reach a row line), climb or drop, centring on
the column before entering a ladder. A move into another guard's cell becomes a stop.

### `lodeRunnerMove`

```ts
function lodeRunnerMove(map: PlatformMap, me: WalkerBody, target: WalkerBody, occupied: (col: number, row: number) => boolean = () => false): LodeRunnerMove
```

Decide a guard's next move toward a target with the 1983 rules. `occupied(col, row)` reports another guard in a
cell (guards stand on guards, and never step into a guard's cell).

### `patrollerKind`

```ts
function patrollerKind(o: KindOptions & { width?: number; height?: number } = {}): EnemyKind
```

A generic patroller for custom levels: walks a ledge and turns at edges and walls.

### `shellcreeperKind`

```ts
function shellcreeperKind(o: KindOptions = {}): EnemyKind
```

Mario Bros Shellcreeper: walks, falls off ledges, wraps, flips on one bump, recovers faster. Estimates.

### `sidestepperKind`

```ts
function sidestepperKind(o: KindOptions = {}): EnemyKind
```

Mario Bros Sidestepper: the first bump angers it (faster), the second flips it. Estimates.

## Types

### `BehaviourContext`

```ts
interface BehaviourContext
```

What a custom behaviour sees.

- `world: WalkerWorld` — The walker world.
- `map: PlatformMap` — The level.
- `random(): number` — Seeded random number in [0, 1).
- `dt: number` — Fixed step.
- `time: number` — World time.
- `target(enemyId: string): WalkerBody | null` — The nearest target body to an enemy, or null.

### `BounceMove`

```ts
interface BounceMove
```

Fly diagonally and ricochet off walls, floors and ceilings (needs a flight profile). Bubble Bobble's Monsta.

- `type: "bounce"` — Bounce.
- `dy?: -1 | 1` — Initial vertical direction (-1 up, 1 down). Default 1.
- `edges?: "wrap" | "bounce"` — At the map's left and right edges: 'wrap' with the map (default) or 'bounce' back (use a profile with `wrap: false`).

### `CustomMove`

```ts
interface CustomMove
```

A behaviour registered by name with the director (`behaviours` option); the extension point for rule packs.

- `type: "custom"` — Custom.
- `name: string` — Registered behaviour name.
- `params?: Record<string, number | string | boolean>` — Parameters passed to the behaviour.

### `EmitterDef`

```ts
interface EmitterDef
```

A spawner: pipes, a thrower, an oil drum.

- `id: string` — Unique id.
- `points: EmitterPoint[]` — Spawn points; cycled or picked at random.
- `pick?: "cycle" | "random"` — 'cycle' through points or pick at 'random'. Default 'cycle'.
- `kinds?: { kind: string; weight: number }[]` — Weighted kinds chosen at random.
- `sequence?: string[]` — Kinds in order (used before `kinds`); loops when exhausted.
- `every?: number | number[]` — Seconds between spawns: one number or a cycling table. Default 3.
- `jitter?: number` — Random extra seconds 0..jitter per interval. Default 0.
- `first?: number` — Seconds before the first spawn. Default 0.
- `max?: number` — Most live enemies from this emitter. Default unlimited.
- `total?: number` — Stop after this many spawns. Default unlimited.
- `manual?: boolean` — Only spawn on `emit()`. Default false.
- `active?: boolean` — Start active. Default true.

### `EmitterPoint`

```ts
interface EmitterPoint
```

A spawn point.

- `x: number` — Centre x.
- `feet: number` — Feet y.
- `facing?: -1 | 1` — Facing of the spawned enemy. Default 1.

### `EnemiesOptions`

```ts
interface EnemiesOptions
```

Options for `createEnemies`.

- `world: WalkerWorld` — The walker world the enemies live in.
- `kinds: Record<string, EnemyKind>` — Enemy kinds by name.
- `emitters?: EmitterDef[]` — Emitters.
- `exits?: ExitDef[]` — Exits.
- `seed?: number` — Seed. Default 1.
- `behaviours?: Record<string, EnemyBehaviour>` — Custom behaviours by name.
- `targets?: string[]` — Target body ids.
- `attach?: boolean` — Register as a world controller. Default true.
- `id?: string` — Controller id. Default 'enemies'.
- `speedScale?: number` — Global speed multiplier (difficulty, hurry-up). Default 1.

### `EnemiesSnapshot`

```ts
interface EnemiesSnapshot
```

Serialisable director state (the walker world snapshots the bodies).

- `enemies: EnemyState[]` — Enemies.
- `emitters: { id: string; timer: number; index: number; spawned: number; point: number; active: boolean }[]` — Emitters.
- `rng: RngState` — Random stream state (the kernel's `rng.snapshot()`).
- `seq: number` — Id counter.
- `targets: string[]` — Targets.
- `speedScale: number` — Global speed.
- `events: EnemyEvent[]` — Undrained events.

### `EnemyBehaviour`

```ts
interface EnemyBehaviour
```

A custom behaviour. Keep state in `enemy.memory` (serialisable) so snapshots capture it.

- `init?(ctx: BehaviourContext, enemy: EnemyState, body: WalkerBody, params: Record<string, number | string | boolean>): void` — Called once at spawn.
- `think(ctx: BehaviourContext, enemy: EnemyState, body: WalkerBody, params: Record<string, number | string | boolean>): Partial<WalkerIntent>` — Return the intent for this step.
- `sense?(ctx: BehaviourContext, enemy: EnemyState, body: WalkerBody, params: Record<string, number | string | boolean>): void` — After movement: react to sensors.

### `EnemyDirector`

```ts
interface EnemyDirector extends WalkerController
```

The enemy director: a walker controller plus spawning, hits and queries.

- `readonly enemies: EnemyState[]` — Copies of every enemy.
- `enemy(id: string): EnemyState | null` — One enemy, or null.
- `view(): readonly Readonly<EnemyState>[]` — The live enemy list, not copies: cheap enough to read many times a step. Never keep it across steps or write to it; to remove enemies while going through it, go through a copy of the array (`[...view()]`).
- `peek(id: string): Readonly<EnemyState> | null` — One enemy's live state, or null; see `view`.
- `count(kind?: string): number` — Live enemies (not waiting in an exit), optionally of one kind.
- `setTargets(ids: string[]): void` — Set the target body ids.
- `spawn(kind: string, at: { x: number; feet: number }, o?: { facing?: -1 | 1; emitter?: string }): string` — Spawn an enemy at a feet position. Returns its id.
- `emit(emitter: string, kind?: string): string | null` — Spawn from an emitter now (its next point and kind unless `kind` is given). Returns the id or null when capped.
- `setEmitter(id: string, active: boolean): void` — Turn an emitter on or off.
- `hit(id: string): "flipped" | "angered" | "unflipped" | "ignored"` — Hit an enemy: flips, angers, rights a flipped one, or is ignored.
- `bump(col: number, row: number, radius?: number): { id: string; result: "flipped" | "angered" | "unflipped" | "ignored" }[]` — Hit every enemy standing on a cell (and `radius` cells either side): a floor bumped from below.
- `pow(): { id: string; result: "flipped" | "angered" | "unflipped" | "ignored" }[]` — Hit every grounded enemy (a POW block).
- `flip(id: string, seconds?: number): void` — Flip an enemy for a time regardless of hit rules.
- `recover(id: string): void` — Recover a flipped enemy now (no speed-up).
- `suspend(id: string, reason: string): void` — Hand an enemy to a rule pack (trapped in a bubble or a hole): no intents until resumed.
- `resume(id: string): void` — Return a suspended enemy to its behaviour.
- `remove(id: string, reason?: string): void` — Remove an enemy and its body.
- `touching(bodyId: string, inset?: number): EnemyState[]` — Enemies overlapping a body (any status except waiting).
- `setSpeedScale(k: number): void` — Global speed multiplier.
- `setSpeed(id: string, k: number): void` — One enemy's own speed multiplier (anger, hurry-up), kept across the director's speed updates.
- `remember(id: string, key: string, value: MemoryValue): void` — Write a memory value.
- `drain(): EnemyEvent[]` — Events since the last drain.
- `snapshot(): EnemiesSnapshot` — Serialisable state.
- `restore(s: EnemiesSnapshot): void` — Restore a snapshot (restore the walker world too).

### `EnemyEvent`

```ts
type EnemyEvent = | { kind: "spawned"; id: string; enemy: string; x: number; y: number; emitter: string } | { kind: "turned"; id: string; facing: -1 | 1 } | { kind: "ladder"; id: string; dir: "up" | "down" } | { kind: "jumped"; id: string } | { kind: "flipped"; id: string } | { kind: "angered"; id: string; hits: number } | { kind: "unflipped"; id: string } | { kind: "recovered"; id: string; level: number } | { kind: "exited"; id: string; exit: string } | { kind: "reentered"; id: string; emitter: string } | { kind: "suspended"; id: string; reason: string } | { kind: "resumed"; id: string } | { kind: "removed"; id: string; reason: string }
```

Events from `drain()`.

### `EnemyKind`

```ts
interface EnemyKind
```

An enemy kind: a movement profile, a locomotion strategy and optional modifiers.

- `profile: WalkerProfile | WalkerProfileInput` — Walker profile (complete or partial over the defaults).
- `move: MoveSpec` — Locomotion.
- `hop?: { every: number; jitter?: number; onlyMoveInAir?: boolean }` — Hop every few seconds while grounded (Fighter Fly); `onlyMoveInAir` stands still between hops.
- `jumpUp?: { rows: number; chance: number; every?: number }` — Jump up through one-way floors toward a higher target (Bubble Bobble enemies).
- `stun?: StunSpec` — Flip and recover.
- `speedUp?: { alone: number; factor: number }` — Speed multiplier when this many or fewer enemies remain (Mario Bros' last enemy).
- `exits?: boolean` — Use the director's exits (pipes). Default true.
- `tags?: string[]` — Extra tags on the walker body.

### `EnemyState`

```ts
interface EnemyState
```

Public enemy state.

- `id: string` — Walker body id.
- `kind: string` — Kind name.
- `status: EnemyStatus` — Status.
- `hits: number` — Hits taken toward the next flip.
- `level: number` — Recoveries so far (speed level).
- `speed: number` — Speed multiplier from anger and recoveries.
- `timer: number` — Seconds left flipped / waiting.
- `emitter: string` — Emitter it came from ('' if spawned directly).
- `reason: string` — Why suspended ('' otherwise).
- `memory: Record<string, MemoryValue>` — Behaviour memory.
- `plan: RouteStep[]` — Current route (pursuit).

### `EnemyStatus`

```ts
type EnemyStatus = "active" | "stunned" | "suspended" | "waiting"
```

Enemy status.

### `ExitDef`

```ts
interface ExitDef
```

A zone that swallows enemies and returns them from an emitter point after a delay (Mario Bros pipes).

- `id: string` — Unique id.
- `zone: { x: number; y: number; w: number; h: number }` — Rectangle (top-left and size).
- `to: string` — Emitter to re-enter from.
- `point?: number` — Index of the emitter point to use; default cycles.
- `delay?: number` — Seconds out of play. Default 1.

### `IdleMove`

```ts
interface IdleMove
```

Do nothing (items carried by belts and moving platforms, pies, cement tubs).

- `type: "idle"` — Idle.

### `KindOptions`

```ts
interface KindOptions
```

Options shared by the kind presets.

- `tile?: number` — Level tile size; speeds and sizes scale by tile / 8. Default 8.
- `speed?: number` — Speed multiplier (difficulty, level). Default 1.

### `LodeRunnerMove`

```ts
type LodeRunnerMove = "left" | "right" | "up" | "down" | "stop" | "fall"
```

A Lode Runner guard decision.

### `MemoryValue`

```ts
type MemoryValue = number | string | boolean | null
```

Serialisable memory values for behaviours.

### `MoveSpec`

```ts
type MoveSpec = PatrolMove | PursueMove | WanderMove | RollMove | BounceMove | IdleMove | CustomMove
```

Locomotion strategy.

### `PatrolMove`

```ts
interface PatrolMove
```

Walk one way and turn at walls (and at edges when `edges` is 'turn'). Mario Bros enemies, generic patrols.

- `type: "patrol"` — Patrol.
- `edges?: "turn" | "fall"` — At an edge: turn back, or walk off and fall. Default 'turn'.
- `turnChance?: number` — Chance per second of turning round for no reason. Default 0.

### `PursueMove`

```ts
interface PursueMove
```

Chase a target over floors, ladders, bars and drops.

- `type: "pursue"` — Pursue.
- `strategy?: "path" | "scan" | "greedy" | "lode-runner"` — 'path' (shortest route over the map), 'scan' (Lode Runner style: scan the row for the ladder or drop that gets closest to the target's row), 'greedy' (head for the target, climb when a ladder points the right way), 'lode-runner' (the 1983 guard decision itself, re-evaluated every step: see `lodeRunnerMove`). Default 'path'.
- `replan?: number` — Seconds between re-plans. Default 0.25.
- `skill?: number` — 0..1: chance per re-plan of making the good decision; otherwise wander for that interval. Default 1.
- `climb?: boolean` — Use ladders (if the profile can climb). Default true.
- `hang?: boolean` — Use bars (if the profile can hang). Default true.
- `drop?: boolean` — Walk off edges and drop from bars to reach the target. Default true.
- `maxFall?: number` — Longest drop in rows the route may plan. Default unlimited.
- `jumpUp?: number` — Rows the enemy may jump up through one-way platforms (needs a jumping profile). Default 0.
- `unreachable?: "toward" | "wander" | "nearest"` — 'path' with no route to the target: head toward its x on the current floor ('toward', default), roam floors and ladders until a route opens ('wander'), or plan to the nearest reachable cell on the target's row and press toward it from there ('nearest': chasers walk into the pits a player digs around himself).

### `RollMove`

```ts
interface RollMove
```

Roll along floors, fall off ends, maybe take ladders down (Donkey Kong barrels).

- `type: "roll"` — Roll.
- `ladderChance?: number` — Base chance of going down a ladder top it rolls over. Default 0.25.
- `steer?: number` — Extra chance when the target is below (the arcade's steering). Default 0.5.
- `reverseOnLand?: boolean` — Reverse after landing from a fall. Default true.
- `afterLadder?: "reverse" | "keep" | "toward-target"` — Direction after leaving a ladder. Default 'reverse'.
- `plungeChance?: number` — Chance at spawn of plunging straight through one-way floors to the bottom (wild barrels). Default 0.
- `plungeHop?: number` — While plunging: hop up at this speed (units/s) each time a one-way floor is crossed, so the barrel bounces down the screen (Donkey Kong wild barrels). Default 0 (fall straight through).
- `plungeSpeed?: [number, number]` — While plunging: horizontal speed range (units/s) chosen at spawn and at every floor crossed. Default [0, 0].
- `plungeAim?: "random" | "target" | "proportional"` — While plunging: direction of that speed: 'random', 'target' (toward the target), or 'proportional' (the target's x distance per second, capped at the range's maximum). Default 'random'.
- `plungeUntil?: number` — Stop plunging once the feet pass this world y: the next floor is landed on and rolled along. Default: plunge until a solid floor.
- `plungeExit?: -1 | 0 | 1` — Facing after a plunge ends (-1, 1, or 0 to keep). Default 0.

### `StunSpec`

```ts
interface StunSpec
```

Flip-over / stun-and-recover rules (Mario Bros).

- `hits?: number` — Hits needed to flip (Sidestepper: 2). Default 1.
- `recover: number` — Seconds flipped before recovering.
- `groundedOnly?: boolean` — Only hittable while touching the ground (Fighter Fly). Default false.
- `recoverSpeedUp?: number` — Speed multiplier gained on each recovery. Default 1.25.
- `maxLevel?: number` — Most recoveries that speed it up. Default 3.
- `angerOnHit?: number` — Speed multiplier from a hit that does not flip (an angry Sidestepper). Default 1.3.
- `unflipOnHit?: boolean` — Hitting a flipped enemy rights it. Default true.
- `pop?: number` — Upward pop speed when flipped. Default 0.

### `WanderMove`

```ts
interface WanderMove
```

Roam floors and ladders, drifting toward the target (Donkey Kong fireballs, Space Panic aliens).

- `type: "wander"` — Wander.
- `ladderChance?: number` — Chance of taking a ladder met on the way (once per ladder visit). Default 0.5.
- `bias?: number` — 0..1: how often decisions favour the target's direction. Default 0.5.
- `turnChance?: number` — Chance per second of turning round. Default 0.3.
- `edges?: "turn" | "fall"` — At an edge: turn or fall. Default 'turn'.

---

## For AI agents: Phaser AE

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