---
title: "Role-playing game: API"
package: "@phaser-ae/rpg"
tier: Pro
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-19
description: "Plays a world document as a complete small role-playing game, with an overworld, towns, fog-of-war dungeons, turn-based battles, quests, shops, inns and saves, and no game code."
url: https://phaser.io/packs/rpg/api
site: Phaser - https://phaser.io
---

# Role-playing game: API

`@phaser-ae/rpg` — Plays a world document as a whole small RPG: overworld, towns, fog-of-war dungeons, turn-based battles, quests, shops, inns and saves.

## The pack

### `rpg`

```ts
function rpg(options: RpgPackOptions = {}): Pack<{ rpg: RpgApi }>
```

The rpg pack: `game.rpg`, and the scenes `title`, `overworld`, `town`, `dungeon`, `crawl`, `battle`, `dialogue`,
`shop`, `inn`, `menu`, `ending`, `gameover` (each renamed by `options.scenes`). Requires the packs it drives to be
composed before it; see the docs page for the list. Headless it runs in full: the art registers blank and the pad
reads nothing.

## Helpers

### `BIOME_BACKDROP`

```ts
const BIOME_BACKDROP: Readonly<Record<string, string>>
```

Battle backdrop colour per built-in biome.

### `CLASS_COLOR`

```ts
const CLASS_COLOR: Readonly<Record<string, string>>
```

Colour of each built-in hero class, for plates and figures.

### `DEFAULT_FONTS`

```ts
const DEFAULT_FONTS: Readonly<Record<FontKey, string>>
```

The default faces, as CSS fonts.

### `DEFAULT_KEYS`

```ts
const DEFAULT_KEYS: Readonly<Record<Btn, readonly string[]>>
```

The default key codes per button; the touch pack presses the `Touch:` ones.

### `DEFAULT_PAD`

```ts
const DEFAULT_PAD: Readonly<Record<Btn, readonly string[]>>
```

The default gamepad buttons per button (the sticks also steer).

### `deliverItemFor`

```ts
function deliverItemFor(world: World, quest: Quest, step: number, held: (id: string) => number): string | null
```

The item a deliver step hands over when it names none: the nearest earlier fetch step's item, else the nearest
earlier kill step's monster drop, else the first quest item held. Null means the step is a plain talk.

### `ELEMENT_COLOR`

```ts
const ELEMENT_COLOR: Readonly<Record<string, string>>
```

Colour of each built-in element, for tints, bars and monster bodies.

### `palette`

```ts
function palette(c: RpgColours = {}): Palette
```

The palette for a game's colours over the built-in ones.

### `resolveOptions`

```ts
function resolveOptions(o: RpgOptions = {}): Resolved
```

Fill in the defaults. Throws on two scenes given one name.

### `ROLE_COLOR`

```ts
const ROLE_COLOR: Readonly<Record<string, string>>
```

Colour of each built-in npc role, for their figures.

### `RPG_SCENES`

```ts
const RPG_SCENES: readonly RpgSceneKey[]
```

Every scene the player registers.

### `THEME`

```ts
const THEME: Readonly<Record<string, ThemeColours>>
```

What the dungeon tiles of each built-in theme look like.

## Types

### `BattleRequest`

```ts
interface BattleRequest
```

A battle asked for by a map scene.

- `monsterIds: string[]` — Monster ids, in the order they stand.
- `backdrop: string` — Backdrop colour.
- `onEnd(result: 'win' | 'lose' | 'flee'): void` — Called once the battle scene pops.

### `Btn`

```ts
type Btn = 'up' | 'down' | 'left' | 'right' | 'confirm' | 'cancel'
```

The player's buttons.

### `EncounterOptions`

```ts
interface EncounterOptions
```

Random encounters in the wilds.

- `groups?: readonly (readonly [number, number])[]` — How many foes come, as [count, weight] pairs. Default 1 (45), 2 (40), 3 (15).
- `cooldown?: number` — Steps after a battle before the next can happen. Default 4.
- `safeRadius?: number` — No encounters within this many cells of a town or dungeon. Default 3.

### `FontKey`

```ts
type FontKey = 'body' | 'big' | 'small' | 'title'
```

The faces the player draws its text in.

### `LoadOptions`

```ts
interface LoadOptions
```

What `load` takes beside the world.

- `assets?: Record<string, string>` — Portrait id → image URL (blob:, data:, https:). Ids the world does not name are ignored.
- `save?: unknown | null` — A save from `save()` to resume; null or absent starts fresh. A save for another world is ignored.

### `Palette`

```ts
interface Palette
```

The colours of a world's vocabularies: the game's, then the built-in ones, then one made from the name.

- `element(e: string): string` — An element's colour.
- `cls(c: string): string` — A hero class's colour.
- `role(r: string): string` — An npc role's colour.
- `biome(b: string): string` — A biome's battle backdrop.
- `theme(t: string): ThemeColours` — A dungeon theme's colours.

### `Resolved`

```ts
interface Resolved
```

Options with every default filled in.

- `raw: RpgOptions` — As given.
- `vocab: WorldVocabulary` — The world vocabulary.
- `scenes: Record<RpgSceneKey, string>` — Scene names.
- `keys: Record<Btn, readonly string[]>` — Key codes per button.
- `pad: Record<Btn, readonly string[]>` — Pad buttons per button.
- `fonts: Record<FontKey, string>` — CSS fonts.
- `encounters: Required<EncounterOptions>` — Encounters.
- `maxFoes: number` — Most foes a battle.
- `hint: string` — The title's controls line.
- `look: { panel: string; row: string; bar: string }` — The furniture's styles.
- `transition: { kind: string; duration: number; color: string } | null` — The map-to-map cover, or null to cut.

### `RpgApi`

```ts
interface RpgApi
```

What `game.rpg` presents.

- `host(game: RpgHost, options?: RpgOptions): void` — Hand the pack the composed game it drives, and the rules that are code (map generators, battle rules, skill effects, the party's curve). Call once, before `load`. The pack reaches every other pack only through this.
- `load(world: unknown, opts?: LoadOptions): void` — Clean a world document, build its maps, restore a save if given, and (re)start at the title.
- `start(): void` — Go to the title; `load` does this itself once the game is running.
- `newGame(): void` — Start a new game at once, skipping the title (for a game with a title screen of its own).
- `resume(): boolean` — Continue the saved game, skipping the title; false when there is none.
- `fight(monsterIds: readonly string[], onEnd?: (result: 'win' | 'lose' | 'flee') => void, backdrop?: string): boolean` — Start a battle now against these monsters (ids from the world), over the current map scene: a scripted ambush, a boss a game's own event calls. `onEnd` hears the result once the battle scene has gone. False when no game is being played or no id names a monster.
- `save(): unknown | null` — The run as JSON, or null before a world is loaded.
- `onEvent(fn: (e: RpgEvent) => void): () => void` — Hear what happens; returns the unsubscribe.
- `readonly state: RpgState` — A snapshot for the page.
- `readonly world: World | null` — The clean world in play, or null.
- `readonly maps: WorldMaps | null` — Its maps, or null.
- `readonly run: Run | null` — The run in play, or null: its `party` and `quests` are the live Party and QuestLog.
- `scene(key: RpgSceneKey): string` — The scene name the player uses for a scene.
- `mapsOf(world: unknown): WorldMaps` — Every map of any world document, without loading it, cleaned and built with the options given to `host`.

### `RpgColours`

```ts
interface RpgColours
```

Colours for the world's vocabularies; a name with none gets a colour from its name.

- `elements?: Readonly<Record<string, string>>` — Per element (tints, monster bodies).
- `classes?: Readonly<Record<string, string>>` — Per hero class (plates and figures).
- `roles?: Readonly<Record<string, string>>` — Per npc role (figures).
- `biomes?: Readonly<Record<string, string>>` — Per biome (the battle backdrop).
- `themes?: Readonly<Record<string, ThemeColours>>` — Per dungeon theme.

### `RpgEvent`

```ts
type RpgEvent = | { type: 'scene'; scene: string; regionId?: string } | { type: 'talk'; npcId: string } | { type: 'quest'; id: string; status: 'started' | 'done' } | { type: 'battle'; monsterIds: string[]; result?: 'win' | 'lose' | 'flee' } | { type: 'level'; heroId: string; level: number } | { type: 'item'; id: string; how: 'found' | 'bought' | 'drop' | 'reward' } | { type: 'ending' } | { type: 'log'; text: string }
```

What the bundle and the page hear.

### `RpgHost`

```ts
interface RpgHost extends GameBase
```

The composed game the pack drives: the kernel's face plus every pack it composes with.

- `spawn(spec: SpawnSpec & { anims?: Record<string, AnimDef>; brain?: Brain }): Handle` — The full spawn, with anims and a brain.
- `world: World2dApi` — The top-down world.
- `screen: ScreenApi` — The screen-space world.
- `typography: TypographyApi` — Bitmap text.
- `tiles: Tiles2dApi` — Tilemaps.
- `fsm: FsmApi` — State machines for npcs and monsters.
- `fog: FogApi` — Fog of war grids.
- `save: SaveApi` — The save store.
- `sound: SoundApi` — The synth.
- `feel: FeelApi` — Shake, flash, hit-stop.
- `rig: RigApi` — The follow camera.
- `art2d: Art2dApi` — Procedural art.
- `ui: UiApi` — Panels and the menu cursor.
- `bars: BarsApi` — The meters.
- `dialogue: DialogueApi` — The speech box.
- `transition: TransitionApi` — Covers between map scenes.
- `lights?: Lighting2dApi` — 2D lights, when composed (WebGPU only).
- `vector?: Vector2dApi` — Line art and faces, when composed (WebGPU only): the first-person lens needs it.

### `RpgOptions`

```ts
interface RpgOptions extends RpgPackOptions, RunOptions
```

What `game.rpg.host(game, options)` takes: the pack's options and the rules that are code.

- `maps?: MapOptions` — The map generators: biome rules, town templates, terrain, the overworld's and floors' sizes.
- `battle?: Partial<BattleRules>` — The battle's rules over `turn-battle`'s; the element wheel defaults to the world's.
- `skillEffects?: Readonly<Record<string, SkillEffect>>` — Skill effects of a game's own, by the name a skill's `effect` uses.
- `foeChoice?: (battle: Battle, actor: Fighter) => BattleAction` — How foes choose their action. Default: attack a random standing hero.

### `RpgPackOptions`

```ts
interface RpgPackOptions
```

What the pack factory takes (`rpg(options)`, or the manifest): plain data.

- `scenes?: Partial<Record<RpgSceneKey, string>>` — Scene names, for a game that has a `title` or `gameover` of its own. Only here: scenes are registered at compose time.
- `keys?: Partial<Record<Btn, readonly string[]>>` — Key codes per button, replacing the defaults for the buttons given.
- `padButtons?: Partial<Record<Btn, readonly string[]>>` — Gamepad buttons per button, replacing the defaults for the buttons given.
- `fonts?: Partial<Record<FontKey, string>>` — CSS fonts, replacing the defaults for the faces given.
- `colours?: RpgColours` — Colours for the vocabularies.
- `encounters?: EncounterOptions` — Random encounters.
- `maxFoes?: number` — The most foes in one battle; the battle screen lays them out across its left side. Default 4.
- `hint?: string` — The controls line on the title screen.
- `look?: 'rpg' | 'theme'` — What the furniture wears: `'rpg'` (default) is the player's own dark-and-gold panels, cursor, meters and speech box; `'theme'` follows the game's `ui` theme (`game.ui.theme`, a `ui-skins` skin): its panel and selected-row roles, glossy meters, and the theme's own speech box.
- `styles?: { panel?: string; row?: string; bar?: string }` — Individual styles over the look: a `ui` style for panels and the selected row, a `bars` style for meters.
- `speech?: { preset?: string; theme?: Readonly<Record<string, unknown>> }` — The speech box: a `dialogue` preset (a procedural one, or an illustrated one listed in the dialogue pack's options) and theme tokens over it.
- `transition?: { kind?: string; duration?: number; color?: string } | false` — Scene changes between maps: a `transition` cover (`kind`, `duration` in seconds, `color`), or false to cut. Default a 0.3 s fade.
- `startGold?: number` — Gold at the start of a new game. Default 50.
- `world?: WorldOptions` — The world document's caps and vocabularies (biomes, classes, elements, item kinds, step kinds…).

### `RpgSceneKey`

```ts
type RpgSceneKey = 'title' | 'overworld' | 'town' | 'dungeon' | 'crawl' | 'battle' | 'dialogue' | 'shop' | 'inn' | 'menu' | 'ending' | 'gameover'
```

The scenes the player registers.

### `RpgState`

```ts
interface RpgState
```

A snapshot of the run for a page to read.

- `scene: string` — The current scene name, '' before the title.
- `regionId: string | null` — The region the party is in, or null.
- `level: number` — The party leader's level.
- `gold: number` — Gold held.
- `questsDone: string[]` — Finished quest ids.
- `playing: boolean` — True from the title until the ending has played.

### `Run`

```ts
interface Run
```

The whole run.

- `title: string` — The world's title, so a save is matched to its world.
- `party: Party` — Heroes, levels, gear, the bag and gold.
- `quests: QuestLog` — The quests.
- `flags: RunFlags` — Bookkeeping.
- `where: Where` — The party's position.

### `RunFlags`

```ts
interface RunFlags
```

Bookkeeping that is neither the party's nor the quests'.

- `talked: Record<string, number>` — Times each npc was spoken to.
- `cleared: Record<string, boolean>` — Dungeons whose boss is beaten, by region id.
- `chests: Record<string, boolean>` — Chests opened, keyed `${regionId}:${floor}`.
- `doors: Record<string, boolean>` — Dungeon doors opened, keyed `${regionId}:${floor}:${col},${row}`.
- `slain: Record<string, boolean>` — Monsters beaten in dungeons, keyed `${regionId}:${floor}:${index}`.
- `knownWeak: Record<string, boolean>` — Monsters whose weakness has been found, by monster id.
- `seen: Record<string, boolean>` — Regions the party has stood in.
- `ended: boolean` — The ending has played.
- `steps: number` — Steps taken, for the encounter clock.

### `RunOptions`

```ts
interface RunOptions
```

How a run's rules are set beyond the world document.

- `party?: Pick<PartyDef, 'slots' | 'slotOf' | 'elementSlot' | 'xpForLevel' | 'growth' | 'effects' | 'sellRatio' | 'unsellable' | 'stack' | 'bag'>` — The party's rules: equipment slots, the level curve, growth, consumables, the shop, the bag.
- `questRules?: Readonly<Record<string, StepRule>>` — Quest step rules for step kinds of a game's own.
- `startGold?: number` — Gold at the start of a new game. Default 50.

### `RunSave`

```ts
interface RunSave
```

A run as it is saved.

- `v: 2` — Save format version.
- `title: string` — The world's title.
- `party: PartySnapshot` — The party's snapshot.
- `quests: QuestState` — The quest log's state.
- `flags: RunFlags` — Bookkeeping.
- `where: Where` — The party's position.

### `ThemeColours`

```ts
interface ThemeColours
```

How a dungeon theme is drawn.

- `wall: string` — Wall tiles.
- `floor: string` — Floor tiles.
- `ambient: string` — The 2D lights' ambient.
- `torch: string` — The torch.
- `backdrop: string` — The battle backdrop.

### `Where`

```ts
interface Where
```

Where the party is.

- `scene: 'overworld' | 'town' | 'dungeon'` — Which kind of map.
- `regionId: string | null` — The region, for town and dungeon; the region under the party on the overworld.
- `col: number` — Tile column; -1 is the scene's own start (the town's start, beside the town's door), -2 beside the dungeon's.
- `row: number` — Tile row.
- `facing: number` — Facing: 0 right, 1 down, 2 left, 3 up.
- `floor: number` — Dungeon floor index.

---

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