---
title: "Vector Shatter: API"
package: "@phaser-ae/vector-fx"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Breaks any 2D outline into drifting, spinning line fragments that fade over their life, for the death of a rock, a ship, a shield or a letter."
url: https://phaser.io/packs/vector-fx/api
site: Phaser - https://phaser.io
---

# Vector Shatter: API

`@phaser-ae/vector-fx` — The outline coming apart: break a polygon into drifting, spinning line fragments that fade over their life.

## The pack

### `vectorFx`

```ts
function vectorFx(): Pack<{ vecFx: VecFxApi }>
```

The `vector-fx` pack. Pure maths, so it needs no backend and runs headless.

## Helpers

### `fragmentSegments`

```ts
function fragmentSegments(frags: readonly Fragment[]): FragmentSegment[]
```

The fragments as world-space SEGMENTS, ready for the line renderer.

The fragments are the game's data, and how they are drawn — colour, width, glow, whether at all — is the
caller's choice. The FADE comes with them, because a shard that vanishes at full brightness is the one thing
every caller would otherwise have to re-derive.

### `shatterPolygon`

```ts
function shatterPolygon(worldVerts: Vec2[], opts: ShatterOptions = {}): Fragment[]
```

Break a WORLD-space polygon into line fragments that drift and spin apart: one per edge, centred on the edge's
midpoint, each sent at `speed` in its own random direction.
Pass world vertices (vector-2d's `shapes.transformVerts(verts, pos, rot)` makes them) — never local ones. Append
the result to a `Fragment[]` you own; advance with `updateFragments`, draw with `fragmentSegments`.

### `updateFragments`

```ts
function updateFragments(frags: Fragment[], dt: number): Fragment[]
```

Move and age line fragments in place, and return a new array of the survivors — reassign: `this.frags = updateFragments(this.frags, dt)`.

## Types

### `Fragment`

```ts
interface Fragment
```

One drifting, spinning line segment broken off a shattered polygon; fades out as its `life` runs down.

- `a: Vec2` — The first segment endpoint, relative to the fragment centre.
- `b: Vec2` — The second segment endpoint, relative to the fragment centre.
- `x: number` — The world x position of the fragment centre.
- `y: number` — The world y position of the fragment centre.
- `vx: number` — The horizontal drift speed, in pixels each second.
- `vy: number` — The vertical drift speed, in pixels each second.
- `rot: number` — The current rotation of the fragment, in radians.
- `vrot: number` — The spin rate, in radians each second.
- `life: number` — The remaining life, in seconds. Alpha fades as it falls to zero.
- `maxLife: number` — The initial life, in seconds. Used to compute the fade.

### `FragmentSegment`

```ts
interface FragmentSegment
```

One fragment ready to draw: its two world-space endpoints, and the fade it has reached.

- `a: Vec2` — The first endpoint, in world space.
- `b: Vec2` — The second endpoint, in world space.
- `alpha: number` — 1 when new, falling to 0 as the fragment dies. Multiply your colour's alpha by it.

### `ShatterOptions`

```ts
interface ShatterOptions
```

Tuning for `shatterPolygon`.

- `speed?: number` — Drift speed of every fragment, px/s, each in its own random direction. Default 60.
- `life?: number` — Fragment lifetime in seconds (alpha fades over it). Default 0.8.
- `spin?: number` — Max spin rate in rad/s (each fragment gets a random spin within ±spin/2). Default 2.
- `rnd?: () => number` — The random source. Pass the kernel's seeded rng and a replay shatters the same way twice; leave it out for `Math.random`, which is fine for decoration and wrong for anything a test has to reproduce.

### `Vec2`

```ts
interface Vec2
```

A 2D point or vector. Plain data, so anything can produce one.

- `x: number` — Horizontal coordinate, in pixels, increasing to the right.
- `y: number` — Vertical coordinate, in pixels; the 2D world is Y-down, so larger is lower on screen.

### `VecFxApi`

```ts
type VecFxApi = typeof kit
```

`game.vecFx` — every function this pack carries, as one namespace.

### `VecPt`

```ts
type VecPt = Vec2
```

A point on a path — the same shape, named for what it is used as.

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
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- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
