---
title: "Vector Motion"
package: "@phaser-ae/vector-motion"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Moves a 2D body one frame and keeps it on screen, with thrust, drag and a speed cap, point gravity, path prediction and wrap-around screen edges."
url: https://phaser.io/packs/vector-motion
site: Phaser - https://phaser.io
---

# Vector Motion

Advance a body one frame and keep it on screen: integration with thrust and drag, point gravity, path prediction and
the screen wrap the vector arcade games run on.

## What it does

`integrateMotion` advances a bare body, a position and a velocity, by one frame. It applies the acceleration and any
constant gravity, then drag, then a speed cap, and moves the body with its new velocity. The order matters: capping
after drag means a ship at terminal velocity behaves the same whether it is coasting or under thrust.

`gravityAccel` sums the inverse-square pull of any number of point sources, each a position and a mass, with a
softening floor, so a body passing exactly through a source does not divide by zero and fire off to infinity. Apply it
to bullets as well as ships and the shots curve too. `predictPath` runs the same integrator forward a number of steps
on a copy of the body and returns the points, which is how a game draws the dotted arc of a shot before it is fired;
because it is the same function, the preview cannot drift from the flight.

Screen wrap is two jobs, and games forget the second. `wrapPosition` folds a position back into the field.
`wrapPositions` returns every place a body must be drawn near an edge, up to four at a corner, because a ship
straddling the seam has to appear on both sides or it visibly vanishes as it crosses. The same list is what a
collision test needs, or a rock on the seam collides on one side of it only.

## Features

- **Integration** — acceleration, constant gravity, per-second drag and a terminal-speed cap, velocity before
  position, so it stays stable under gravity.
- **Point gravity** — `gravityAccel` from any number of sources, with a gravitational constant `G` and a softening
  floor `minR2`.
- **Path prediction** — `predictPath` returns the arc a body will fly under any acceleration function, with the same
  drag and cap.
- **Wrap that folds** — `wrapPosition` brings a body back into the field after it moves.
- **Wrap that draws** — `wrapPositions` lists the images a body near an edge or a corner needs, for drawing and for
  collision.
- **Pure** — the trajectory a game shows is computed by the same code that will fly it.

## Good for

- **Wrap-around shooters** — drifting rocks and a thrusting ship crossing the edges, in the style of Asteroids.
- **Gravity games** — ships and shots pulled toward planets, in the style of Gravitar or Thrust.
- **Artillery and golf** — the arc of a shot shown before it is taken.
- **Space duels** — two ships circling a central star, their shots curving round it.

## Make it yours

Each call takes its own numbers: `delta`, `accel`, `gravity`, `drag` and `maxSpeed` to integrate; the sources, `G` and
`minR2` for gravity; steps, a time step, drag and a cap to predict. A floaty spaceship is a little thrust, no drag and
a high cap; a heavy lander is constant downward gravity, some drag and a low cap.

Two different games from the same calls: an asteroid field where every body integrates with no gravity and wraps at
the edges, drawn at each image `wrapPositions` returns; and a planet-hopping game where ships and bullets alike take
`gravityAccel` from three planets, and the aiming line is `predictPath` fed the same pull.

## Works with

- `vector-math` — arithmetic over the same plain `{ x, y }` data.
- `vector-hit` — swept tests and surface response when a moving body meets a wall.
- `vector-terrain` — the line landscapes a lander or a buggy moves over.
- `thrust-craft` — the full flight rules of landers and cave flyers, with fuel, landing gear and tractor beams.
- `core-vector` — includes this pack with the rest of the vector kit.

## Good to know

- `integrateMotion` and `wrapPosition` change the objects they are given, deliberately: they run per body per frame,
  where allocating is the wrong trade. Everything else returns new data.
- Gravity is summed over every source: right for the handful a game has, wrong for a thousand-body simulation.
- A body is a point with a velocity: there is no mass, rotation or collision here.

---

## 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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- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
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