---
title: "Block-game first-person controls: API"
package: "@phaser-ae/rig-minecraft"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "The first-person controls block-game players already know, with mouse look, walking, sprinting, jumping, flying, breaking, placing and a hotbar, on keyboard and mouse or touch."
url: https://phaser.io/packs/rig-minecraft/api
site: Phaser - https://phaser.io
---

# Block-game first-person controls: API

`@phaser-ae/rig-minecraft` — The first-person block-game control scheme: pointer lock, sprint, fly toggle, break, place and a hotbar.

## The pack

### `rigMinecraft`

```ts
function rigMinecraft(opts: RigMinecraftOptions = {}): Pack<{ mc: RigMinecraftApi }>
```

The `rig-minecraft` pack: the block-game control scheme, as intent plus the two helpers that apply it.

## Helpers

### `lookVector`

```ts
function lookVector(yaw: number, pitch: number): { x: number; y: number; z: number }
```

The unit forward vector for a yaw and a pitch, in the engine's convention: forward.xz is (−sin yaw, cos yaw),
and POSITIVE PITCH LOOKS DOWN. Pure, so the convention can be pinned by a test rather than by a screenshot.

### `moveVector`

```ts
function moveVector(yaw: number, fwd: number, strafe: number, speed: number): { x: number; z: number }
```

The horizontal move for a forward/strafe intent at a yaw, normalised so a diagonal is not faster than a
straight line — which it is if you simply add the two axes, and which players feel immediately.

## Functions

### `coarsePointer`

```ts
function coarsePointer(): boolean
```

Is this a touch-first device? A coarse pointer, or a touch API present at all.

It matters because the on-screen controls have to be there BEFORE the first touch: a player who cannot see
a joystick has no reason to put a thumb down, and waiting for a touch to reveal the thing you touch is a
chicken and egg the player loses.

### `touchLayout`

```ts
function touchLayout(w: number, h: number, slots = 9): TouchLayout
```

The Bedrock layout, from a screen size. It is a pure function so a game can draw the controls without asking
the rig anything, and so the zones can be tested without a screen.

## Classes

### `DoubleTap`

```ts
class DoubleTap
```

The double-tap detector, pure: feed it presses and it says when two landed inside the window.

- `constructor(private window = 0.28)`
- `press(t: number): boolean` — A press at time `t` seconds. Returns true when it completes a double tap.

## Types

### `McWalkSpeeds`

```ts
interface McWalkSpeeds
```

Walk speeds in blocks a second: sneaking, walking, sprinting.

- `sneak?: number` — Sneak. Default 1.8.
- `walk?: number` — Walk. Default 4.6.
- `sprint?: number` — Sprint. Default 7.

### `RigMinecraftApi`

```ts
interface RigMinecraftApi
```

`game.mc`.

- `sensitivity: number` — Mouse sensitivity in radians per pixel. Live — it is a comfort setting, so it belongs in a menu.
- `yaw: number` — Look angle about the vertical, radians. Live.
- `pitch: number` — Look tilt, radians. Live.
- `readonly forwardAxis: number` — Forward intent, −1..1, refreshed every frame.
- `readonly strafeAxis: number` — Strafe intent, −1..1.
- `readonly upAxis: number` — Vertical intent while flying, −1..1.
- `readonly jumpHeld: boolean` — Jump held, while walking.
- `readonly sneak: boolean` — Sneak held.
- `readonly sprint: boolean` — Sprinting — Ctrl, or the double-tap-W latch.
- `readonly mining: boolean` — Break button held.
- `readonly placing: boolean` — Place button held.
- `fly: boolean` — Flying rather than walking. Live.
- `slot: number` — The selected hotbar slot, 0-based. Live.
- `readonly locked: boolean` — Is the pointer locked?
- `forward(): { x: number; y: number; z: number }` — The unit vector the player is looking along.
- `flyStep(eye: { x: number; y: number; z: number }, dt: number, speed?: number): void` — Fly a free eye by the current intent.
- `walkStep(body: Steppable, dt: number, speeds?: McWalkSpeeds): void` — Walk a body by the current intent, choosing the speed from sneak and sprint.
- `firstPerson(eye: { x: number; y: number; z: number }, eyeHeight?: number): void` — Point the camera out of a body's eyes: `eye` is the body's feet (a `VoxelBody`'s `x`, `y`, `z`), and the camera sits `eyeHeight` above it, default 1.62 blocks.
- `readonly touch: boolean` — True once a finger has touched — the game draws the on-screen controls from then on. It starts true on a coarse-pointer device so the controls are there before the first touch rather than after it.
- `readonly layout: TouchLayout` — Where the on-screen controls are, for drawing them.
- `readonly stick: { baseX: number; baseY: number; knobX: number; knobY: number; radius: number } | null` — Where the joystick is being held, or null — its base, its knob and its reach.

### `RigMinecraftOptions`

```ts
interface RigMinecraftOptions
```

Manifest options.

- `yaw?: number` — Starting look angle about the vertical, radians. Default 0.
- `pitch?: number` — Starting look tilt, radians. Default 0.1.
- `vertical?: 'jump' | 'fly'` — What Space and Shift mean: `jump` is walking, `fly` is creative. Live, and double-tapping Space flips between them when `canFly` allows. Default `fly`.
- `canFly?: boolean` — Let a double-tap of Space toggle flying. Default false.
- `canBreak?: boolean` — Enable the break button. Default true.
- `canPlace?: boolean` — Enable the place button. Default false.
- `slots?: number` — How many hotbar slots the number keys and the wheel walk. Default 9.
- `sensitivity?: number` — Mouse sensitivity, radians per pixel. Default 0.0025.

### `Steppable`

```ts
interface Steppable
```

Anything the rig can walk — a voxel body satisfies it.

- `step(dt: number, wishX: number, wishZ: number, jump: boolean): void` — Advance one tick with a wished horizontal velocity and a jump flag.
- `x: number` — Footprint centre x, in blocks.
- `y: number` — Feet y, in blocks.
- `z: number` — Footprint centre z, in blocks.

### `TouchLayout`

```ts
interface TouchLayout
```

Where the on-screen controls sit, in logical screen pixels. Pure, so a game can draw them however it likes.

- `joyRadius: number` — The joystick's reach from wherever the thumb lands.
- `jump: { x: number; y: number; r: number }` — The jump-or-rise button.
- `sneak: { x: number; y: number; r: number }` — The sneak-or-sink button.
- `slots: Array<{ x: number; y: number; w: number; h: number }>` — One hotbar slot's box, left to right.
- `joySplit: number` — Everything left of this is the joystick half; right of it looks and acts.

---

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