---
title: "Endless runner core: API"
package: "@phaser-ae/runner-core"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "The run under any endless runner, with seeded chunks laid ahead, a speed ramp, stumbles and crashes, distance and coin scoring and timed power-ups, in 2D or 3D."
url: https://phaser.io/packs/runner-core/api
site: Phaser - https://phaser.io
---

# Endless runner core: API

`@phaser-ae/runner-core` — The run under every endless runner: seeded chunks laid ahead, a speed ramp, stumbles or one-hit deaths, distance and coin score, and timed power-ups.

## The pack

### `runnerCore`

```ts
function runnerCore(): Pack<{ runner: RunnerCoreApi }>
```

The `runner-core` pack: `game.runner`, the endless run a runner's motor stands on. No options.

## Helpers

### `createRunner`

```ts
function createRunner<I = unknown>(options: RunnerOptions<I>): Runner<I>
```

Start a run. Throws, with every fault, on options `validateRunner` refuses.

### `runnerDefaults`

```ts
const runnerDefaults: { seed: number; ahead: number; behind: number; gap: number; noRepeat: number; hits: "stumble"; grace: number; speed: { start: number; max: number; accel: number; by: "time"; }; stumble: { window: number; limit: number; slow: number; slowFor: number; }; score: { perUnit: number; perCoin: number; multiplier: number; }; }
```

The defaults a run's options fall back on.

### `validateRunner`

```ts
function validateRunner<I>(options: RunnerOptions<I>): string[]
```

Check a run's options. Empty when it can be run; otherwise one line per fault.

## Types

### `Runner`

```ts
interface Runner<I = unknown>
```

A run.

- `readonly state: RunnerState` — Where it stands. Read it; change it through the methods.
- `readonly options: Readonly<Required<Omit<RunnerOptions<I>, 'milestone'>>> & { milestone: number | undefined }` — The options it was made with, defaults filled in.
- `readonly chunks: ReadonlyArray<RunnerPlaced<I>>` — The chunks laid from `behind` the runner to `ahead` of it, in order.
- `step(dt: number): void` — Advance the run by `dt` seconds: the speed, the distance, the timers and the chunks ahead.
- `hit(kind: 'stumble' | 'crash', cause?: string): RunnerHitResult` — A hit: `'stumble'` for a scrape, `'crash'` for a head-on. Says what it did.
- `end(cause: string): void` — End the run now, whatever is running: a fall off the world that no shield or grace can stop.
- `coin(count?: number): number` — Coins picked up. Returns the total.
- `power(name: string): boolean` — Start a power-up by name. Returns false when `stack: 'ignore'` refused it.
- `remaining(name: string): number` — Seconds left of a power-up, 0 when it is not running.
- `has(name: string): boolean` — True while a power-up runs.
- `powerUp(name: string): RunnerPowerUp | undefined` — The definition of a power-up.
- `endPower(name: string): void` — End a power-up now.
- `setMultiplier(n: number): void` — The run's own multiplier, before power-ups (Subway Surfers raises it with missions).
- `revive(): void` — Carry on after the end ("save me"), with the grace time and a clear chaser.
- `protect(seconds: number): void` — Make the runner unhittable for at least `seconds` more: a landing after a jetpack, a respawn.
- `chunkAt(distance: number): RunnerPlaced<I> | null` — The chunk under a distance along the run, or null in a gap or beyond what is laid.
- `drain(): RunnerEvent<I>[]` — The events since the last call. At most 512 are kept.
- `snapshot(): RunnerSave` — The run as plain JSON.
- `restore(save: RunnerSave): void` — Pick up a saved run. Throws on a save that does not fit these options.

### `RunnerChunk`

```ts
interface RunnerChunk<I = unknown>
```

One stretch of authored content: an obstacle pattern, a coin run, a breather. The core strings chunks end to end
as the runner goes, chosen by seed, weight and the rules below; what is in a chunk is the motor's business.

- `id: string` — Its name, unique among the chunks.
- `length: number` — How long it is along the run, in the motor's units (metres, say).
- `items?: I[]` — The motor's content, placed relative to the chunk's start. The core never reads it.
- `weight?: number` — How likely it is against the other candidates. Default 1; 0 keeps it for `opening` only.
- `from?: number` — The first distance it may start at. Default 0.
- `until?: number` — The last distance it may start at. Default no limit.
- `tags?: string[]` — Names the rules below can use for a group of chunks ('trains', 'breather').
- `follows?: string[]` — May come only straight after a chunk with one of these ids or tags.
- `never?: string[]` — Never comes straight after a chunk with one of these ids or tags.

### `RunnerCoreApi`

```ts
interface RunnerCoreApi
```

What the `runner-core` pack adds to a game: `game.runner`.

- `create: typeof createRunner` — Start a run.
- `validate: typeof validateRunner` — Check a run's options; empty when it can be run.
- `defaults: typeof runnerDefaults` — The defaults a run's options fall back on.

### `RunnerEvent`

```ts
type RunnerEvent<I = unknown> = | { kind: 'chunk'; placed: RunnerPlaced<I> } | { kind: 'drop'; placed: RunnerPlaced<I> } | { kind: 'coin'; count: number; total: number } | { kind: 'stumble'; count: number; cause: string } | { kind: 'shielded'; power: string; cause: string } | { kind: 'over'; cause: string } | { kind: 'power'; power: string; seconds: number } | { kind: 'power-end'; power: string } | { kind: 'milestone'; distance: number } | { kind: 'revive' }
```

Something that happened, for sound, effects and the HUD. Read them with `drain()`.

### `RunnerHitResult`

```ts
type RunnerHitResult = 'ignored' | 'shielded' | 'stumbled' | 'over'
```

What a hit did.

### `RunnerOptions`

```ts
interface RunnerOptions<I = unknown>
```

Everything a run is made of.

- `chunks: RunnerChunk<I>[]` — The chunks to string together. At least one must fit at every distance.
- `opening?: string[]` — Chunk ids played first, in order, before the seeded choice: a safe runway, a tutorial.
- `seed?: number` — The seed for the choice of chunks. Default 1.
- `ahead?: number` — How far ahead chunks are laid. Default 150.
- `behind?: number` — How far behind a chunk is kept before it is dropped. Default 30.
- `gap?: number` — Empty run between chunks. Default 0.
- `noRepeat?: number` — A chunk is not chosen again within this many chunks. Default 1: never twice running.
- `speed?: RunnerSpeed` — How the speed rises. Default from 10 to 30 units a second, gaining 0.15 a second.
- `hits?: 'stumble' | 'kill'` — `'stumble'`: a soft hit stumbles and a crash ends the run (Subway Surfers, Temple Run). `'kill'`: every hit ends it (Jetpack Joyride). Default `'stumble'`.
- `stumble?: RunnerStumble` — What a stumble does.
- `grace?: number` — Seconds a runner cannot be hit after a shield takes a hit, or after a revive. Default 1.5.
- `powerUps?: Record<string, RunnerPowerUp>` — The power-ups a pickup can start, by name.
- `score?: RunnerScore` — How score is counted.
- `milestone?: number` — Raise an event every this many units run. Default none.

### `RunnerPlaced`

```ts
interface RunnerPlaced<I = unknown>
```

A chunk laid on the run.

- `readonly index: number` — Its place in the run: 0 for the first chunk laid.
- `readonly chunk: RunnerChunk<I>` — The chunk.
- `readonly start: number` — Where it starts along the run.
- `readonly end: number` — Where it ends.

### `RunnerPowerUp`

```ts
interface RunnerPowerUp
```

A timed power-up a pickup starts.

- `duration: number` — Seconds it lasts. 0 lasts until it is used: a shield that waits for its hit.
- `stack?: 'refresh' | 'extend' | 'ignore'` — A second pickup while it runs: start the time again (`'refresh'`, the default), add to it, or do nothing.
- `shield?: boolean` — Takes one hit of any kind, then ends, and the runner has its grace time.
- `invulnerable?: boolean` — Hits do nothing while it runs.
- `multiplier?: number` — Score multiplier while it runs (they multiply together).
- `speed?: number` — Speed factor while it runs.
- `data?: unknown` — Anything else the motor reads: a magnet's reach, a jetpack's height.

### `RunnerSave`

```ts
interface RunnerSave
```

A saved run, as plain JSON: `restore` on a run made with the same options picks it up exactly.

- `state: RunnerState` — The state. Infinity is saved as -1.
- `placed: [number, string, number][]` — The chunks laid that are still kept, as `[index, id, start]`.
- `next: [number, number]` — The next chunk's index and start.
- `recent: string[]` — The ids of the last chunks chosen, for `noRepeat`.
- `sinceStumble: number` — Seconds since the last stumble.
- `rng: RngState` — The chunk choice's random stream.
- `milestone: number` — The next milestone.

### `RunnerScore`

```ts
interface RunnerScore
```

How score is counted. The score is kept as it goes, so a multiplier counts only while it is on.

- `perUnit?: number` — Points per unit run. Default 1.
- `perCoin?: number` — Points per coin. Default 0: coins are their own count.
- `multiplier?: number` — The multiplier a run starts with. Default 1.

### `RunnerSpeed`

```ts
interface RunnerSpeed
```

How the speed rises.

- `start: number` — The speed a run starts at, in units per second.
- `max: number` — The most it reaches.
- `accel: number` — What it gains: units per second, each second (`by: 'time'`) or each unit run (`by: 'distance'`).
- `by?: 'time' | 'distance'` — What the speed rises with. Default `'time'`.

### `RunnerState`

```ts
interface RunnerState
```

Where a run stands.

- `time: number` — Seconds run.
- `distance: number` — Units run: the runner's place along the run.
- `speed: number` — The speed now, with stumbles and power-ups applied.
- `rampSpeed: number` — The speed the ramp has reached, before them.
- `score: number` — The score.
- `coins: number` — Coins collected.
- `multiplier: number` — The multiplier now, with power-ups applied.
- `baseMultiplier: number` — The multiplier before power-ups: the run's own, which `setMultiplier` sets.
- `alive: boolean` — False once the run is over.
- `cause: string | null` — Why it ended, or null.
- `stumbles: number` — Stumbles in the current window.
- `chaser: number` — How close the chaser is, 1 on the runner's heels to 0 gone.
- `grace: number` — Seconds left of the grace time.
- `powers: Record<string, number>` — The power-ups running, by name, with the seconds left (a waiting shield has `Infinity`).
- `revives: number` — Revives used.

### `RunnerStumble`

```ts
interface RunnerStumble
```

What a stumble does, in a run that has them.

- `window?: number` — Seconds the chaser stays on the runner's heels after a stumble. Default 4.
- `limit?: number` — Stumbles inside one window that end the run: the chaser catches up. Default 2.
- `slow?: number` — The speed, as a fraction, just after a stumble. Default 0.6.
- `slowFor?: number` — Seconds the speed takes to come back. Default 0.8.

---

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