---
title: "Pin-pulling puzzles: API"
package: "@phaser-ae/pull-pin"
tier: Free
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-19
description: "The rules of a pin-pulling physics puzzle: pull pins to drop balls into a cup, or let lava, water, rocks and treasure decide a hero's fate."
url: https://phaser.io/packs/pull-pin/api
site: Phaser - https://phaser.io
---

# Pin-pulling puzzles: API

`@phaser-ae/pull-pin` — Pull pins to drop coloured balls into a cup, or lava, rocks and treasure to save a hero, as in Pull the Pin and Hero Rescue.

## The pack

### `pullPin`

```ts
function pullPin(): Pack<{ pullPin: PullPinApi }>
```

The `pull-pin` pack: `game.pullPin`, Pull the Pin's and Hero Rescue's rules on a physics-2d world per level.

## Functions

### `createPullPin`

```ts
function createPullPin(level: PullPinLevel, options: PullPinOptions = {}): PullPinGame
```

Make a game of a level. Throws, listing every problem, on a level `validatePullPinLevel` refuses.

### `fillBalls`

```ts
function fillBalls(fill: PullPinFill): PullPinBall[]
```

The balls a fill holds: a close-packed grid inside its box, top row first.

### `validatePullPinLevel`

```ts
function validatePullPinLevel(level: PullPinLevel, kinds: ReadonlyArray<string> = []): string[]
```

Check a level and say what is wrong with it, as plain sentences; empty when it can be played.

## Constants

### `pullPinDefaults`

```ts
const pullPinDefaults: { readonly gravity: 900; readonly pinThickness: 14; readonly pinSpeed: 1400; readonly ballRadius: 11; readonly rockRadius: 22; readonly cupHeight: 90; readonly heroWidth: 36; readonly heroHeight: 56; readonly heroSpeed: 110; readonly enemyWidth: 40; readonly enemyHeight: 52; readonly enemySpeed: 90; readonly crush: 140; readonly settle: 1.5; readonly wallThickness: 16; }
```

The defaults the level falls back on.

### `pullPinLevels`

```ts
const pullPinLevels: { readonly classic: readonly PullPinLevel[]; readonly hero: readonly PullPinLevel[] }
```

The built-in levels, by box.

## Types

### `PullPinApi`

```ts
interface PullPinApi
```

What the `pull-pin` pack adds to a game: `game.pullPin`.

- `create: typeof createPullPin` — Make a game of a level.
- `validate: typeof validatePullPinLevel` — Check a level; empty when it can be played.
- `fill: typeof fillBalls` — The balls a fill holds.
- `levels: typeof pullPinLevels` — The built-in levels: the classic box and the hero box.
- `defaults: typeof pullPinDefaults` — The defaults every element falls back on.

### `PullPinBall`

```ts
interface PullPinBall
```

A ball.

- `kind?: PullPinStuff` — What it is made of. Default `'ball'`.
- `x: number` — Where it starts, across.
- `y: number` — Where it starts, down.
- `radius?: number` — Its radius. Default 11 (rocks 22).
- `colour?: string | null` — A ball's colour; null (the default) is grey, which takes the colour of a coloured ball it touches.

### `PullPinContext`

```ts
interface PullPinContext
```

What a registered element can reach.

- `readonly world: World` — The physics world.
- `readonly level: Readonly<PullPinLevel>` — The level.
- `readonly state: Readonly<PullPinState>` — The game's state.
- `readonly balls: ReadonlyMap<number, { body: number; kind: PullPinStuff; colour: string | null; radius: number }>` — The balls still in play, by id: their body in the world, stuff and colour.
- `emit(name: string, detail?: unknown): void` — Tell the presenter something happened.
- `lose(): void` — Lose the game.

### `PullPinCup`

```ts
interface PullPinCup
```

The cup at the bottom: balls that fall into it are counted.

- `x: number` — Its middle, across.
- `y: number` — Its top edge.
- `width: number` — Its width.
- `height?: number` — Its height. Default 90.
- `need: number` — How many balls fill it: the level is won when this many coloured balls are in.

### `PullPinElement`

```ts
interface PullPinElement
```

An element of a kind the game registered: `kind` names it; the rest is its data.

- `kind: string` — The registered kind's name.
- `[key: string]: unknown` — The kind's own data.

### `PullPinElementKind`

```ts
interface PullPinElementKind<S = unknown>
```

A kind of element a game adds. Its state must be plain JSON.

- `create(entry: PullPinElement, ctx: PullPinContext): S` — Make an instance's state from its level entry.
- `step?(state: S, ctx: PullPinContext, dt: number): void` — Run every fixed step, after the physics and the built-in rules.
- `view?(state: S, ctx: PullPinContext): unknown` — What a presenter draws for it.

### `PullPinEnemy`

```ts
interface PullPinEnemy
```

An enemy: walks at the hero when it can see it. Lava or a falling rock kills it.

- `x: number` — Where it stands, across.
- `y: number` — Where it stands, down.
- `width?: number` — Its width. Default 40.
- `height?: number` — Its height. Default 52.
- `speed?: number` — How fast it walks. Default 90.

### `PullPinEvent`

```ts
type PullPinEvent = | { kind: 'pull'; pin: string } | { kind: 'out'; pin: string } | { kind: 'colour'; ball: number; colour: string } | { kind: 'harden'; ball: number } | { kind: 'cup'; ball: number; count: number } | { kind: 'crush'; enemy: number } | { kind: 'burn'; enemy: number } | { kind: 'loot'; ball: number } | { kind: 'won' } | { kind: 'lost'; cause: 'grey' | 'bomb' | 'hero' | 'stuck' } | { kind: 'element'; element: number; name: string; detail?: unknown }
```

What happened, for the presenter.

### `PullPinFill`

```ts
interface PullPinFill
```

A box filled with balls on a close-packed grid: how a level holds a chamber full.

- `kind?: PullPinStuff` — What they are made of. Default `'ball'`.
- `x: number` — The box's left edge.
- `y: number` — The box's top edge.
- `width: number` — The box's width.
- `height: number` — The box's height.
- `radius?: number` — Each ball's radius. Default 11.
- `colour?: string | null` — The balls' colour, or null for grey. Default null.
- `count?: number` — How many at most. Default as many as fit.

### `PullPinGame`

```ts
interface PullPinGame
```

A game of one level.

- `readonly level: Readonly<PullPinLevel>` — The level, as played (a copy, fills expanded into balls).
- `readonly state: Readonly<PullPinState>` — The state, live.
- `readonly world: World` — The physics world, for a registered element or a presenter. Replaced by a restart or a restore.
- `step(dt: number): void` — Advance by `dt` seconds. Once the game is over the physics runs on and the rules stop.
- `pull(pin: string): boolean` — Pull a pin by id. False when there is no such pin, it is out already, or the game is over.
- `pinAt(point: { x: number; y: number }, reach?: number): string | null` — The pin a tap at this point would pull (its handle, or the bar itself), or null.
- `drain(): PullPinEvent[]` — What happened since the last drain, oldest first.
- `view(): PullPinView` — Everything to draw.
- `restart(): void` — Start the level again.
- `snapshot(): PullPinSave` — The game as plain JSON: its moves, replayed on restore.
- `restore(save: PullPinSave): void` — Resume a snapshot of this level. Throws on another level's, and leaves the game as it was.

### `PullPinHero`

```ts
interface PullPinHero
```

The hero (Hero Rescue): walks to treasure it can see, and must not touch lava or an enemy.

- `x: number` — Where it stands, across (its middle).
- `y: number` — Where it stands, down (its middle).
- `width?: number` — Its width. Default 36.
- `height?: number` — Its height. Default 56.
- `speed?: number` — How fast it walks. Default 110.

### `PullPinLevel`

```ts
interface PullPinLevel
```

A level.

- `id?: string` — Its id, which saves carry.
- `name?: string` — A name to show.
- `width: number` — The level's width.
- `height: number` — The level's height. A ball that falls below it is gone.
- `gravity?: number` — Gravity, units per second squared, down. Default 900.
- `walls: PullPinWall[]` — The glass.
- `pins: PullPinPin[]` — The pins.
- `balls?: PullPinBall[]` — Single balls.
- `fills?: PullPinFill[]` — Boxes of balls.
- `cup?: PullPinCup` — The cup, for the classic game.
- `hero?: PullPinHero` — The hero, for the hero game.
- `enemies?: PullPinEnemy[]` — Enemies, for the hero game.
- `rules?: PullPinRules` — The rule variations.
- `elements?: PullPinElement[]` — Elements of kinds the game registered.

### `PullPinMove`

```ts
type PullPinMove = { kind: 'advance'; seconds: number } | { kind: 'pull'; pin: string }
```

A move: time passing, or a pin pulled.

### `PullPinOptions`

```ts
interface PullPinOptions
```

How a game is made.

- `elements?: Record<string, PullPinElementKind<unknown>>` — Element kinds beyond the built-in ones.
- `step?: number` — The fixed step the rules and physics run at, seconds. Default 1/120.

### `PullPinPin`

```ts
interface PullPinPin
```

A pin: a bar that holds things up, and slides out along its length when pulled.

- `id?: string` — Its id. Default `pin-<index>`.
- `x: number` — Its middle, across.
- `y: number` — Its middle, down.
- `length: number` — Its length.
- `angle?: number` — Its angle, radians: 0 lies across, `Math.PI / 2` stands up. Default 0.
- `thickness?: number` — Its thickness. Default 14.
- `pull?: 1 | -1` — Which way it slides out: 1 along its angle (the handle at that end), -1 the other way. Default 1.
- `speed?: number` — How fast it slides, units per second. Default 1400.

### `PullPinRules`

```ts
interface PullPinRules
```

The rule variations.

- `grey?: 'lose' | 'ignore'` — A grey ball in the cup: `'lose'` (the default) or `'ignore'` (it does not count).
- `bombs?: 'lose' | 'ignore'` — A bomb in the cup, or touching the hero: `'lose'` (the default) or `'ignore'`.
- `crush?: number` — How hard a rock must hit an enemy to crush it, units per second. Default 140.
- `settle?: number` — Seconds everything must lie still, with no pin left to pull, before a level that is not won is lost. Default 1.5.

### `PullPinSave`

```ts
interface PullPinSave
```

A saved game.

- `format: 'phaser-ae-pull-pin'` — Always `'phaser-ae-pull-pin'`.
- `version: 1` — The save format's version, 1.
- `level: string` — The level's id ('' for a level without one).
- `history: ReturnType<History<unknown, PullPinMove>['snapshot']>` — The moves, as the kernel's history saves them.

### `PullPinState`

```ts
interface PullPinState
```

The game's state, to read.

- `phase: 'playing' | 'won' | 'lost'` — `'playing'`, `'won'` or `'lost'`.
- `cause: 'grey' | 'bomb' | 'hero' | 'stuck' | null` — Why a lost game was lost.
- `time: number` — Seconds played.
- `cup: number` — Balls in the cup.
- `pulled: string[]` — The pins pulled, in order.

### `PullPinStuff`

```ts
type PullPinStuff = 'ball' | 'bomb' | 'lava' | 'water' | 'stone' | 'rock' | 'gold'
```

What a ball is made of.

### `PullPinView`

```ts
interface PullPinView
```

Everything a presenter draws, in level units.

- `walls: PullPinWall[]` — The walls, as the level gave them.
- `pins: { id: string; x: number; y: number; length: number; angle: number; thickness: number; handle: { x: number; y: number }; sliding: boolean }[]` — Each pin still in the glass: where it is now, its handle's end, and whether it is sliding out.
- `balls: { id: number; x: number; y: number; angle: number; radius: number; kind: PullPinStuff; colour: string | null }[]` — Each ball still in play: position, spin, radius, stuff and colour.
- `cup: { x: number; y: number; width: number; height: number; count: number; need: number } | null` — The cup and how full it is.
- `hero: { x: number; y: number; width: number; height: number; alive: boolean; facing: 1 | -1; looted: boolean } | null` — The hero.
- `enemies: { x: number; y: number; width: number; height: number; alive: boolean; facing: 1 | -1 }[]` — The enemies.
- `elements: { kind: string; view: unknown }[]` — What each registered element's `view` returned.

### `PullPinWall`

```ts
type PullPinWall = | { kind: 'box'; x: number; y: number; width: number; height: number; angle?: number } | { kind: 'circle'; x: number; y: number; radius: number } | { kind: 'polygon'; points: ReadonlyArray<readonly [number, number]> } /** A wall along a polyline, `thickness` thick: the sides of a glass. */ | { kind: 'chain'; points: ReadonlyArray<readonly [number, number]>; thickness?: number; closed?: boolean }
```

A static wall. Units are the level's, y down.

---

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