---
title: "Traffic release puzzles: API"
package: "@phaser-ae/traffic-release"
tier: Pro
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "The rules and seeded level generator for tap-to-release puzzles, where a car or block leaves only when its whole route off the board is clear, flat or in 3D."
url: https://phaser.io/packs/traffic-release/api
site: Phaser - https://phaser.io
---

# Traffic release puzzles: API

`@phaser-ae/traffic-release` — Release cars or 3D voxel blocks along routes that must be clear, with seeded screened levels, hazards and undo, as in Tap Away and Traffic Escape.

## The pack

### `trafficRelease`

```ts
function trafficRelease(): Pack<{ trafficRelease: TrafficReleaseApi }>
```

Install pure rules; no renderer, DOM or simulation hook is required.

## Helpers

### `createTrafficRelease`

```ts
const createTrafficRelease = (config: TrafficConfig, solution?: TrafficAction[])=> …
```

Create a traffic puzzle. Throws on a configuration it refuses (out-of-range sizes, overlaps, a route that does not start at its piece, jumps or does not leave the board) or a `solution` that does not replay to a win.

### `generateTrafficRelease`

```ts
function generateTrafficRelease(options: TrafficGenerateOptions): TrafficLevel
```

Generate a seeded level whose solution is replayed before it is returned. Candidates are tried until one has at most `maxInitialChoices` open routes and a blocking chain at least `minDependencyDepth` long; throws `generation: no ... level met ...` when `attempts` run out, and on out-of-range options.

### `straightTrafficRoute`

```ts
function straightTrafficRoute(cells: Voxel[], direction: Voxel, bounds: Pick<TrafficConfig, 'width' | 'height' | 'depth'>, id = 'exit'): TrafficRoute
```

A straight route for `cells`: one step at a time along `direction` (a unit axis such as `{ x: 1, y: 0, z: 0 }`) until wholly outside `bounds`. Throws on any other direction or a route longer than 64 steps.

## Classes

### `TrafficRelease`

```ts
class TrafficRelease
```

A traffic puzzle's rules, with undo, redo and a solver. Get one from `createTrafficRelease`.

- `constructor(config: TrafficConfig, solution: TrafficAction[] = [])`
- `get config(): TrafficConfig` — A copy of the configuration.
- `get state(): TrafficState` — A copy of the current state.
- `get solved(): boolean` — True when every piece has left the board.
- `get lost(): boolean` — True when `maxMistakes` blocked releases have been made with pieces still on the board. A release-only puzzle has no other way to lose.
- `cells(id: string): Voxel[]` — The cells piece `id` covers now (part way along its route if it is moving); empty once it has left or for an unknown id.
- `hazardCells(): { id: string; cells: Voxel[]; }[]` — Where each hazard is at the current tick.
- `inspect(id: string, route: string): TrafficClearance` — What stands in the way of piece `id` leaving by `route` now, step by step; changes nothing.
- `preview(a: TrafficAction): ActionResult<TrafficEvent>` — What `apply` would return for `a`, without playing it; never costs a mistake.
- `apply(a: TrafficAction): ActionResult<TrafficEvent>` — Play a move. Returns `{ valid: true, events }`, or `{ valid: false, reason, events: [] }` with a reason: `blocked`, `reserved-lane`, `hazard`, `already-moving`, `unknown-piece`, `unknown-route` or `mistake-limit`. A blocked release counts as a mistake (and goes in the history) when `maxMistakes` is set.
- `legalActions(): TrafficAction[]` — Every release that is clear now, then `{ type: 'tick' }` while the puzzle is unsolved.
- `solve(maxStates = 20000): SearchResult<TrafficAction>` — A winning continuation, without changing anything: the rest of the creation certificate when it still applies, otherwise a greedy plan (release the first clear piece, else wait a tick). Greedy is exact here: a piece that leaves never blocks anything again, so no release can spoil the puzzle. `unsolvable` after 120 idle ticks or at the mistake limit; `budget-exhausted` after `maxStates` steps (default 20,000).
- `undo(): boolean` — Take back the last move (a tick, a release or a mistake); false when there is none.
- `redo(): boolean` — Replay the move last taken back; false when there is none.
- `reset(): void` — Return to the start and clear the undo and redo history.

## Types

### `TrafficAction`

```ts
type TrafficAction = { type: 'release'; id: string; route: string; } | { type: 'tick'; }
```

A move: release piece `id` along its route `route`, or let one tick of time pass (moving pieces advance a step, hazards a phase).

### `TrafficClearance`

```ts
interface TrafficClearance
```

What stands in a route's way, from `inspect`.

- `clear: boolean` — True when nothing does: the piece can be released by this route now.
- `blockers: { /** A parked \`piece\`, a \`wall\`, a moving piece's \`reservation\` or a \`hazard\` at the tick of that step. */ kind: 'piece' | 'wall' | 'reservation' | 'hazard'; /** The blocking piece's or hazard's id; \`'wall'\` for a wall. */ id: string; /** The cell where it blocks. */ cell: Voxel; /** The route step (footprint index) that meets it. */ frame: number; }[]` — Everything in the way, by route step.
- `swept: Voxel[]` — Every cell the route sweeps, corners of turns included: what a presenter highlights.

### `TrafficConfig`

```ts
interface TrafficConfig
```

A level: the board's size, the pieces and their routes, and optional walls, hazards and a mistake limit.

- `width: number` — Cells across, 1 to 24.
- `height: number` — Cells deep (rows of a flat board), 1 to 24.
- `depth: number` — Cells high, 1 to 24; 1 for a flat board.
- `pieces: TrafficPiece[]` — The pieces, 1 to 256, with unique ids and no shared cells.
- `walls?: Voxel[]` — Cells that are always blocked (barriers, kerbs); inside the board and on no piece.
- `hazards?: TrafficHazard[]` — Moving obstacles, checked against each route step at the tick it would happen.
- `maxMistakes?: number` — Blocked release attempts allowed before the level is lost, 0 to 100; 0 (the default) means no limit.

### `TrafficDifficulty`

```ts
type TrafficDifficulty = 'easy' | 'medium' | 'hard' | 'very-hard'
```

Generator tier: a larger board and, from medium up, fewer open routes and longer chains of blockers.

### `TrafficEvent`

```ts
type TrafficEvent = { type: 'released' | 'departed'; id: string; } | { type: 'tick'; tick: number; } | { type: 'mistake'; reason: string; }
```

What a move did: a piece was `released` or has `departed` (left the board), a `tick` passed, or a blocked release cost a `mistake`.

### `TrafficGenerateOptions`

```ts
interface TrafficGenerateOptions
```

What `generateTrafficRelease` takes; everything but `seed` has a default.

- `seed: number` — Unsigned 32-bit seed (0 included); the same options give the same level.
- `difficulty?: TrafficDifficulty` — Tier; default `'medium'`.
- `preset?: TrafficPreset` — What to build; default `'parking'`.
- `layout?: TrafficLayout` — The shape filled; default `'rectangle'` (flat) or `'cube'` (voxels).
- `size?: number` — Board side in cells: 2 to 12 flat (default 4, 6, 8, 10 by tier; parking adds a one-cell border) or 2 to 6 for voxels (default 2, 3, 4, 5).
- `density?: number` — Share of the shape's places that get a piece, 0.35 to 1; default 1.
- `hazards?: boolean` — Flat presets: add a pedestrian just off the left edge of row `floor(size / 2)`, there for 2 ticks in every 6, so a car leaving that way must wait for a gap; default false.
- `maxMistakes?: number` — Blocked releases allowed before the level is lost, 0 to 100; default 0 (no limit).
- `attempts?: number` — Candidate levels to try before throwing, 1 to 1,000; default 40.
- `maxInitialChoices?: number` — Most pieces that may be clear at the start, 1 to 256; default by tier (streets 256, 5, 3, 3; voxels 256, 5, 3, 2, and 6 for a diamond; parking 256).
- `minDependencyDepth?: number` — Least length of the longest chain of pieces blocking one another, 1 to 256; default by tier (1, 4, 7, 10; parking 1).

### `TrafficHazard`

```ts
interface TrafficHazard
```

A moving obstacle (a pedestrian, a train) that repeats: at tick `t` it covers `phases[t % phases.length]`.

- `id: string` — Unique non-empty id.
- `phases: Voxel[][]` — 1 to 30 phases of cells it covers; an empty phase is a safe moment to cross. All hazards together repeat within 120 ticks.

### `TrafficLayout`

```ts
type TrafficLayout = 'rectangle' | 'courtyard' | 'staggered' | 'cube' | 'pyramid' | 'arch' | 'diamond'
```

The shape filled: `rectangle`, `courtyard` (a hole in the middle) or `staggered` (a notched edge) for flat presets; `cube`, `pyramid`, `arch` or `diamond` for `voxels`.

### `TrafficLevel`

```ts
interface TrafficLevel
```

A generated level: its configuration, a winning solution and what was measured.

- `seed: number` — The seed asked for (the accepted candidate may have been drawn from a later one, but this seed reproduces it).
- `difficulty: TrafficDifficulty` — The tier asked for.
- `parameters: Required<Omit<TrafficGenerateOptions, 'attempts' | 'maxInitialChoices' | 'minDependencyDepth'>>` — The settings used, defaults filled in.
- `config: TrafficConfig` — The level, ready for `createTrafficRelease`.
- `solution: TrafficAction[]` — A replay-checked winning sequence of releases and ticks.
- `metrics: { /** Pieces on the board. */ pieces: number; /** Pieces clear to leave at the start. */ initialChoices: number; /** Pieces with no clear route at the start. */ blockedPieces: number; /** Longest chain of pieces each blocking the next along the solution's routes. */ dependencyDepth: number; /** Solution routes that turn a corner (streets). */ turningRoutes: number; /** Whether the level met the targets below; always true for a returned level. */ difficultyTargetMet: boolean; /** The open-route target the level met. */ maxInitialChoices?: number; /** The chain-depth target the level met. */ minDependencyDepth?: number; }` — The level's structure; none of it claims a shortest plan or a human difficulty.

### `TrafficMotion`

```ts
interface TrafficMotion
```

A piece on its way out.

- `id: string` — The piece's id.
- `route: string` — The route it took.
- `frame: number` — Which of the route's footprints it is on now.
- `reserved: Voxel[]` — Every cell its route sweeps, held until it is off the board, so nothing else may cross its path.

### `TrafficPiece`

```ts
interface TrafficPiece
```

A car, block or voxel with the routes it can leave by.

- `id: string` — Unique non-empty id.
- `key?: string` — Optional colour or kind for the presenter (and for `boarding-queue`'s buses); the rules ignore it.
- `cells: Voxel[]` — The cells it covers, 1 to 64, inside the board and on no other piece or wall.
- `routes: TrafficRoute[]` — Its ways out, at least one. Releasing takes one of them whole.

### `TrafficPreset`

```ts
type TrafficPreset = 'parking' | 'streets' | 'voxels'
```

What `generateTrafficRelease` builds: `streets` (Traffic Escape: cars on a road grid, some turning), `voxels` (Tap Away: a block of cubes, each leaving along one of six axes) or `parking` (a walled lot whose cars can leave either way along their axis; Bus Out's lot).

### `TrafficReleaseApi`

```ts
type TrafficReleaseApi = typeof kit & { /** Same seeded generator off-thread; frame-delivered results require a started game. */ generateTrafficReleaseAsync(options?: kit.TrafficGenerateOptions, job?: { signal?: AbortSignal }): Promise<kit.TrafficLevel>; }
```

Public headless traffic release puzzles helpers.

### `TrafficRoute`

```ts
interface TrafficRoute
```

One way out for a piece: its footprint at every step, from where it stands to wholly off the board.

- `id: string` — Non-empty id, unique among the piece's routes; actions name it.
- `frames: Voxel[][]` — 2 to 65 footprints. The first is the piece's `cells`; each next one keeps the same cells in the same order, each moved at most two steps (so a turn can pivot); the last lies wholly outside the board.

### `TrafficState`

```ts
interface TrafficState
```

Where a traffic puzzle stands.

- `remaining: string[]` — Ids of the pieces still on the board, moving ones included.
- `moving: TrafficMotion[]` — The pieces on their way out.
- `departed: string[]` — Ids of the pieces that have left, in order.
- `tick: number` — Ticks played.
- `moves: number` — Releases played.
- `mistakes: number` — Blocked releases counted against `maxMistakes`.

### `Voxel`

```ts
interface Voxel
```

A cell, in whole numbers from -64 to 64: `x` across, `y` the board's depth (rows on a flat board), `z` height (0 on a flat board).

- `x: number` — Column across the board.
- `y: number` — Row, or depth into a volume.
- `z: number` — Layer up from the floor; 0 on a flat board.

---

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