---
title: "Platform hazards: API"
package: "@phaser-ae/platform-hazards"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "Enemy projectiles, invincible chasers and extra enemy behaviours for single-screen platform games, from lobbed bombs and boomerang bottles to wall-to-wall flyers, sentries and bosses."
url: https://phaser.io/packs/platform-hazards/api
site: Phaser - https://phaser.io
---

# Platform hazards: API

`@phaser-ae/platform-hazards` — Enemy projectiles, invincible chasers and walking, flying, bouncing, guarding and boss behaviours for platform-enemies, in any platform game.

## The pack

### `platformHazards`

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

Install the platform-hazards API (`game.platformHazards`).

## Helpers

### `hazardBehaviours`

```ts
function hazardBehaviours(hooks: BehaviourHooks): Record<string, EnemyBehaviour>
```

The behaviours: register them with `createEnemies({ behaviours: hazardBehaviours(hooks) })`, then name one as a kind's
`move: { type: 'custom', name }`.
- `hunter`: walks, turns at walls, jumps up through platforms toward a higher target, takes running jumps,
  decides at edges (`edge`: 'smart' falls toward a lower target, 'turn', 'fall'), optionally shoots (`shoot`,
  `shootEvery`, `shootRange`, `shootRows`, `aim`), dashes (`dash` speed factor, `dashRange`, `dashTime`) and
  drifts toward the target (`chase`). Zen-chan, Mighta, Hidegons, Drunk; Titchi, Botchan, Boodoro, Sarada, Botom.
- `wall-flyer`: flies left and right, rebounding off walls, drifting vertically toward the target (`vertical`). Pulpul.
- `invader`: flies across, stepping down a row every `dropEvery` seconds, firing straight down. Invader.
- `spring`: bounces along in jump arcs, turning at walls. Banebou.
- `sentry`: stays put and fires (`shoot`, `shootEvery`, `aim`). Doskoi.
- `perch`: rests for `rest` seconds, then flies diagonally, rebounding, for `fly` seconds. Batchi.
- `boss`: holds a side of the screen (`side`: -1 left, 1 right, 0 anywhere), hops (`hopEvery`), summons
  minions (`summon`, `summonEvery`) and fires; with `fly` it ricochets diagonally instead. Mogera, Super Drunk.

## Classes

### `Chasers`

```ts
class Chasers
```

Invincible chasers.

- `constructor( private readonly map: PlatformMap, private readonly rng: Rng, )` — Create over a map with a seeded random source (wanderers).
- `get list(): Chaser[]` — Copies.
- `add(spec: ChaserSpec, x: number, y: number): string` — Add a chaser at a point. Returns its id.
- `step(dt: number, targets: { x: number; y: number }[]): void` — Step toward the nearest of the given targets (positions of live players).
- `hits(l: number, t: number, r: number, b: number): Chaser[]` — Chasers overlapping a rectangle.
- `teleport(id: string, x: number, y: number, stun = 0.6): void` — Move a chaser somewhere else and stun it (a pumpkin head hit by snow).
- `remove(id: string): void` — Remove one.
- `clear(): void` — Remove every chaser.
- `count(kind?: string): number` — How many, optionally of a kind.
- `snapshot(): { items: Chaser[]; seq: number }` — Serialisable state.
- `restore(s: { items: Chaser[]; seq: number }): void` — Restore.

### `EnemyShots`

```ts
class EnemyShots
```

Enemy projectiles.

- `readonly max: number` — At most this many at once (resource bound).
- `constructor( private readonly map: PlatformMap, max = 128, )` — Create a pool over a map.
- `get list(): Projectile[]` — Copies of every projectile.
- `fire(owner: string, spec: ShotSpec, x: number, y: number, dir: -1 | 1, target?: { x: number; y: number } | null): string | null` — Fire a projectile from a point. `dir` is the firer's facing; `target` aims 'target' shots. Returns the id or null when full.
- `step(dt: number): void` — Advance every projectile one step.
- `hits(l: number, t: number, r: number, b: number): Projectile[]` — Projectiles overlapping a rectangle.
- `remove(id: string): void` — Remove one projectile.
- `clear(): void` — Remove every projectile.
- `snapshot(): { items: Projectile[]; seq: number }` — Serialisable state.
- `restore(s: { items: Projectile[]; seq: number }): void` — Restore a snapshot.

## Types

### `BehaviourHooks`

```ts
interface BehaviourHooks
```

What the behaviours may ask of the rules.

- `shoot(enemyId: string, shot: string, target: WalkerBody | null): void` — Fire the named projectile from an enemy (the rules own the projectile table).
- `summon(enemyId: string, kind: string): void` — Spawn a minion next to an enemy (bosses).

### `Chaser`

```ts
interface Chaser
```

An invincible chaser.

- `id: string` — Stable id.
- `kind: string` — Spec kind.
- `move: ChaserSpec["move"]` — Movement.
- `x: number` — Centre x.
- `y: number` — Centre y.
- `vx: number` — Velocity x.
- `vy: number` — Velocity y.
- `speed: number` — Current speed.
- `base: number` — Starting speed.
- `accel: number` — Acceleration.
- `max: number` — Top speed.
- `tire: number` — Seconds before tiring (1e9: never).
- `size: number` — Size.
- `deadly: boolean` — Harmful.
- `age: number` — Seconds alive.
- `axis: "x" | "y"` — Axis being lined up ('axis' movers).
- `snapped: boolean` — Moved discontinuously (teleported) this step.
- `stunned: number` — Seconds left stunned (pumpkin hit by snow).
- `shotHit: "none" | "teleport"` — What a player's shot does to it.

### `ChaserSpec`

```ts
interface ChaserSpec
```

How a chaser moves.

- `kind: string` — Free name ('baron', 'pumpkin', 'ghost').
- `move: "axis" | "home" | "wander"` — 'axis': lines up with the target on one axis, then the other, alternately (Baron von Blubba); 'home': flies straight at the target (slime ghost); 'wander': drifts around the screen, rebounding off the edges (pumpkin head).
- `speed: number` — Starting speed, units per second.
- `accel?: number` — Speed gained per second. Default 0.
- `max?: number` — Top speed. Default `speed`.
- `tire?: number` — Seconds of chasing after which it slows back to its starting speed (Baron). Default never.
- `size?: number` — Size (square). Default 16.
- `deadly?: boolean` — Harmful on touch. Default true.
- `shotHit?: "none" | "teleport"` — What a player's shot does to it: nothing, or it is stunned and thrown somewhere else on the screen (Snow Bros' pumpkin head). Default 'none'.

### `Projectile`

```ts
interface Projectile
```

A projectile in flight.

- `id: string` — Stable id.
- `kind: string` — Spec name.
- `owner: string` — Firing body id.
- `x: number` — Centre x.
- `y: number` — Centre y.
- `vx: number` — Velocity x.
- `vy: number` — Velocity y.
- `w: number` — Width.
- `h: number` — Height.
- `age: number` — Seconds alive.
- `life: number` — Seconds it lives.
- `travelled: number` — Distance flown.
- `range: number` — Distance before it vanishes or turns back (1e9: unlimited).
- `gravity: number` — Gravity.
- `bounce: boolean` — Rebounds off walls.
- `returns: boolean` — Turns back after range.
- `returning: boolean` — Has turned back.
- `through: boolean` — Ignores the map.
- `burn: number` — Burning patch seconds on impact.
- `burning: boolean` — A burning patch (no longer moving).

### `ShotSpec`

```ts
interface ShotSpec
```

How an enemy projectile flies. Speeds in units per second, sizes in world units.

- `kind: string` — Free name for renderers and rules ('rock', 'fireball', 'bottle', 'laser', 'bomb').
- `speed: number` — Speed along the aim.
- `w: number` — Width.
- `h: number` — Height.
- `aim?: "facing" | "down" | "target" | "arc"` — 'facing' (straight ahead), 'down' (straight down), 'target' (at the target), 'arc' (lobbed ahead). Default 'facing'.
- `lift?: number` — Upward launch speed for 'arc'. Default 160.
- `gravity?: number` — Gravity, units/s². Default 0 (arc: 520).
- `life?: number` — Seconds it lives. Default 4.
- `range?: number` — Distance before it vanishes (or turns back with `returns`). Default unlimited.
- `bounce?: boolean` — Rebound off walls instead of breaking. Default false.
- `returns?: boolean` — Fly back toward the thrower after `range` (a boomerang bottle). Default false.
- `through?: boolean` — Ignore the map (lasers through floors). Default false.
- `burn?: number` — When it lands or hits a wall, leave a burning patch this many seconds (bombs). Default 0.

---

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