---
title: "Slide-merge puzzles: API"
package: "@phaser-ae/slide"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "The rules of slide-and-merge number puzzles, where every tile shifts one way and matching neighbours combine, with per-tile records to animate and a hint that never disturbs the game."
url: https://phaser.io/packs/slide/api
site: Phaser - https://phaser.io
---

# Slide-merge puzzles: API

`@phaser-ae/slide` — Slide-merge puzzles: every tile shifts as far as it can in one direction and equal neighbours merge on the way, as in 2048.

## The pack

### `slide`

```ts
function slide(): Pack<{ slide: SlideApi }>
```

The `slide` pack. Pure logic, so it needs no backend and runs headless.

## Helpers

### `config2048`

```ts
function config2048(over: Partial<SlideConfig> = {}): SlideConfig
```

2048: slide all the way, equal tiles sum, spawn 2 (90%) / 4 (10%) anywhere.

### `configThrees`

```ts
function configThrees(over: Partial<SlideConfig> = {}): SlideConfig
```

Threes: one-step slide, 1+2=3 then equal-doubles, spawn on the swiped-from edge.

### `createSlide`

```ts
function createSlide(cfg: SlideConfig): Slide
```

Creates a slide-merge board with its start tiles spawned.

## Classes

### `Slide`

```ts
class Slide
```

A directional-slide merge board (2048, Threes). Get one from createSlide with config2048 or configThrees.

- `readonly cols: number` — The number of columns in the board.
- `readonly rows: number` — The number of rows in the board.
- `score: number` — The score. Each merge adds the merged value.
- `moveCount: number` — The number of valid moves made so far.
- `won: boolean` — True after a tile reaches the win value. Play continues.
- `constructor(cfg: SlideConfig)`
- `tile(x: number, y: number): Tile | null` — Returns the tile at (x, y), or null when the cell is empty.
- `tiles(): Tile[]` — All live tiles.
- `peek(): number | null` — The previewed next value (Threes), or null.
- `move(dir: Dir): SlideResult` — Slides all tiles in one direction, merges, and spawns. Returns the per-tile records for the presenter.
- `legalMoves(): Dir[]` — Directions that would change the board.
- `suggest(opts: SuggestOptions = {}): Dir | null` — The move to play, or null when the board is stuck. Makes no move and consumes no randomness: the game after asking is byte-identical to the game before. For a hint button, an attract mode, a tutorial's pointing finger, or a test that needs a board played competently rather than merely played.
- `autoplay(maxMoves = 2000, opts: SuggestOptions & { policy?: 'suggest' | 'simple' } = {}): SlideResult[]` — Play the game out, for tests and for checking a config. By default it plays the way `suggest` plays; pass `policy: 'simple'` for the old fixed preference (left, down, right, up), which is much weaker and useful mainly for producing a losing board quickly.
- `debugGrid(): string` — Returns the board as tab-separated text, one row per line, for debug output.

## Types

### `Dir`

```ts
type Dir = 'up' | 'down' | 'left' | 'right'
```

One of the four slide directions.

### `SlideApi`

```ts
type SlideApi = typeof kit
```

`game.slide` — every function and type this pack carries, as one namespace.

### `SlideConfig`

```ts
interface SlideConfig
```

Configures a slide-merge board for createSlide. config2048 and configThrees build one.

- `cols: number` — The number of columns in the board.
- `rows: number` — The number of rows in the board.
- `seed?: number` — The seed for the random generator. Default 1.
- `step: 'full' | 'one'` — `full` slides tiles as far as possible (2048); `one` moves one cell (Threes).
- `canMerge?: (a: number, b: number) => number | null` — Merge predicate → the resulting value, or null for no merge. Default: equal→sum.
- `spawn: SpawnPolicy` — Where and how a new tile spawns after each valid move.
- `startTiles?: number` — Tiles spawned at game start. Default 2.
- `winValue?: number` — Reaching this value flags `won` (play continues). Default 2048; 0 disables.

### `SlideCorner`

```ts
type SlideCorner = 'topLeft' | 'topRight' | 'bottomLeft' | 'bottomRight'
```

The corner a hint stacks the big tiles into.

### `SlideResult`

```ts
interface SlideResult
```

What one move did — the presenter's slide-then-pop script. Returned by Slide.move.

- `valid: boolean` — True when the move changed the board. An invalid move spawns nothing.
- `moves: TileMove[]` — Each tile slide this move, with start and end cells.
- `merges: TileMerge[]` — Each merge this move.
- `spawn: { id: number; value: number; at: XY } | null` — The tile spawned after the move, or null when no cell was free.
- `gained: number` — The score gained this move: the sum of the merged values.
- `gameOver: boolean` — True when no move can change the board.
- `won: boolean` — True when a tile has reached the win value.

### `SpawnPolicy`

```ts
interface SpawnPolicy
```

Configures where and with which values new tiles spawn. Set on SlideConfig.spawn.

- `where: 'anyEmpty' | 'oppositeEdge'` — `anyEmpty` (2048) or `oppositeEdge` (Threes — only lanes that shifted).
- `table: 'weighted' | 'bag'` — `weighted` (value→weight table) or `bag` (shuffled multiset, refilled).
- `values: [number, number][] | number[]` — For `weighted`: [value, weight] pairs. For `bag`: the multiset values.
- `preview?: boolean` — Show the next tile before it spawns (Threes).

### `SuggestOptions`

```ts
interface SuggestOptions
```

How `suggest` should think.

- `depth?: number` — How many of the player's moves to look ahead, 1 or more. Default 2. 1 is greedy: it picks the move whose resulting board scores best. 2 and above also ask what the WORST spawn could do to that board and what the player could do next, which is what stops a hint from walking into a full board it could have seen coming. Each extra ply multiplies the work by roughly the number of empty cells times four, so 3 is the practical ceiling on a full board.
- `corner?: SlideCorner` — Which corner to stack the big tiles into. Default `'topLeft'`. Every strong policy for this family keeps the largest tile pinned in one corner with a descending run along the edge beside it, because that is what lets a big tile ever find a partner. Which corner is arbitrary — but it must be the SAME one every move, so it is chosen here rather than drifting.

### `Tile`

```ts
interface Tile
```

A live tile. `value` is the number shown; `id` is stable for animation.

- `id: number` — A stable id for animation. Ids increase from 1.
- `value: number` — The number the tile shows.
- `x: number` — The column index of the tile.
- `y: number` — The row index of the tile.

### `TileMerge`

```ts
interface TileMerge
```

A merge that happened this move. `into` survives; `gone` is removed after sliding.

- `intoId: number` — The id of the tile that survives the merge.
- `goneId: number` — The id of the tile removed after it slides in.
- `at: XY` — The cell where the merge happens.
- `value: number` — The value of the merged tile.

### `TileMove`

```ts
interface TileMove
```

Per-move tile movement (for the presenter).

- `id: number` — The id of the tile that moved.
- `from: XY` — The cell the tile left.
- `to: XY` — The cell the tile ends in.

### `XY`

```ts
interface XY
```

A grid position: `x` is the column index and `y` is the row index, 0 at the top left.

- `x: number` — The column index, 0 at the left.
- `y: number` — The row index, 0 at the top.

---

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