---
title: "Snow roll"
package: "@phaser-ae/snow-roll"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "A snowball capture mechanic for any platform game, where thrown snow turns enemies into snowballs to push, kick and roll into crushing chains."
url: https://phaser.io/packs/snow-roll
site: Phaser - https://phaser.io
---

# Snow roll

Snow that turns enemies into snowballs, and snowballs that roll: thrown snow covers an enemy until it is trapped,
the player pushes or kicks the ball, and it rolls down the level crushing everything in its path in a chain. It works
in any platform game built on the platform packs, not only a single-screen arcade one.

## What it does

The player throws snow, which arcs under gravity and adds a unit of cover to the enemy it hits. When the cover is full
the enemy is a snowball; left alone it sheds snow a unit at a time and frees the enemy, so the player has to keep it
topped up or act. Walking into a snowball pushes it slowly; firing at one kicks it. `fire` does the right thing: it
kicks the resting snowball in front of the player, and otherwise throws snow.

A kicked snowball is the enemy's own walker body, so it rolls, falls and rides lifts and belts like anything else in
the world. It rebounds off walls up to a set number of times, crushes enemies it meets in a chain whose kills are
numbered for scoring, sets resting snowballs rolling into the same chain, and carries any player it meets along
unharmed before releasing them with a moment of immunity. It shatters on a wall of the row you choose, by default the
bottom floor. Enemies you mark as tough, such as bosses, are struck by a snowball instead of being covered.

## Features

- **Snow cover** — thrown snow with speed, range, gravity and size, covering an enemy unit by unit to a full
  snowball.
- **Melting** — snowballs shed cover over time and free their enemy unless topped up.
- **Push and kick** — slow pushes by walking, fast kicks by firing, with one `fire` call choosing between kick and
  throw.
- **Rolling chains** — rebounds, crushes and resting snowballs set rolling, with chain ids and kill numbers for
  scoring.
- **Carried players** — snowballs sweep players along unharmed and release them with immunity.
- **Tough enemies** — bosses take hits from snowballs rather than being covered.
- **Events and snapshots** — thrown, snowball, melted, kicked, rebound, crushed, shattered, chain-end and more, plus
  snapshot and restore.

## Good for

- **Single-screen snowball platformers** that trap enemies and kick them in chains, in the style of Snow Bros.
- **Other platform games** that want a freezing or rolling capture, such as a snowball rolled down girder levels.
- **Push-the-frozen-enemy puzzles**, where pushing trapped enemies into place is the challenge.
- **Boss fights** where snowballed minions are kicked into a boss that takes hits.

## Make it yours

The pack factory has no options; settings go to `createSnow`, and `snowSettings` gives the defaults. You set the
throw (speed, range, gravity, size, life), the cover needed for a full snowball (default 4) and each shot's power,
the melt and hold times, the ball's size, kick speed, push speed and gravity, the rebounds allowed (default 8), the
row a snowball shatters on (the bottom row by default, or never), how long a roll can last, whether players are
carried and for how long they are immune, and a cap on shots. `configure` changes settings mid-game, and `isTough`
decides which enemies take hits instead.

Two different uses: the arcade structure, where `enemy-capture` and `snow-tower` put the mechanic into ten floors
with scores, drops and a boss; and a girder platformer where one hard throw (high power, cover of 1) freezes an
enemy at once, snowballs never shatter and rebound only twice, and a rolled snowball is a weapon down the slopes.

## A quick look

A snowball controller with four hits to freeze and a faster kick, and the fire button:

```ts
const snow = SR.createSnow({ world, enemies, settings: { cover: 4, kickSpeed: 230 }, isTough: (id) => id === bossId });
snow.fire("p1");   // kick the resting snowball in front, otherwise throw snow
```

## Works with

- `platform-map`, `platform-walker` and `platform-enemies` — required: the level, the walker physics and the
  enemies it covers.
- `enemy-capture` — the arcade structure of floors, scores and lives around it.
- `snow-tower` — a complete ten-floor snowball game built on it.
- `bubble-trap` — for capturing enemies in bubbles instead.

## Good to know

- Snowballs push nothing but other snowballs, because the walker has no body-to-body collision.
- A snowball is the enemy's own walker body, so it rides lifts and belts like any other body.
- It draws nothing; your game draws the shots, covers and snowballs from its state and events.

---

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