---
title: "Vector Motion: API"
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/api
site: Phaser - https://phaser.io
---

# Vector Motion: API

`@phaser-ae/vector-motion` — Advance a body one frame and keep it on screen: integration, point gravity, path prediction and screen wrap.

## The pack

### `vectorMotion`

```ts
function vectorMotion(): Pack<{ vecMotion: VecMotionApi }>
```

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

## Helpers

### `integrateMotion`

```ts
function integrateMotion(body: Body, opts: MotionOptions): void
```

Advance a bare body one frame, in place — semi-implicit Euler (velocity before
position; stable under gravity and frame-rate independent) with a
terminal-speed clamp.

### `wrapPositions`

```ts
function wrapPositions(position: Vec2, radius: number, width: number, height: number): Vec2[]
```

Return every screen position at which a wrapping sprite should be drawn this
frame — the real position plus mirrors for each edge the sprite straddles
(corners yield the diagonal mirror too, so up to 4 positions).

## Functions

### `gravityAccel`

```ts
function gravityAccel(pos: Vec2, sources: GravitySource[], opts: GravityOptions = {}): Vec2
```

The summed inverse-square gravitational acceleration on a body at `pos` from
all `sources` (softened — no singularity at the centre). Add it to the body's
accel before `integrateMotion`; apply to ships AND bullets so shots curve too.

### `predictPath`

```ts
function predictPath( body: Body, accelFn: (state: Body) => Vec2, steps: number, dt: number, opts: { maxSpeed?: number; drag?: number } = {}, ): Vec2[]
```

Forward-simulate a body under an acceleration function, returning sampled
positions (steps + 1, starting at the current position) — aim arcs, shot
previews. Pass the SAME acceleration the physics uses so the prediction matches.

### `wrapPosition`

```ts
function wrapPosition(position: Vec2, width: number, height: number): void
```

Wrap a position back into `[0, width) × [0, height)` after integrating
movement. Mutates `position` in place. Call once per frame.

## Types

### `Body`

```ts
interface Body
```

A bare point body for `integrateMotion`/`predictPath`.

- `x: number` — The world x position of the body.
- `y: number` — The world y position of the body.
- `vx: number` — The horizontal speed, in world units each second.
- `vy: number` — The vertical speed, in world units each second. Positive is down.

### `GravityOptions`

```ts
interface GravityOptions
```

Tuning for `gravityAccel`.

- `G?: number` — Gravitational constant — scales how deep every well feels. Default 1.
- `minR2?: number` — Softening floor on r² (> 0) so the pull never blows up at a well's centre. Default 1.

### `GravitySource`

```ts
interface GravitySource
```

A point mass that pulls on bodies: where it is and how heavy (see `gravityAccel`).

- `x: number` — The world x position of the source.
- `y: number` — The world y position of the source.
- `mass: number` — The mass of the source. Scales the pull.

### `MotionOptions`

```ts
interface MotionOptions
```

Per-frame inputs to `integrateMotion`.

- `delta: number` — Frame time in seconds.
- `accel?: Vec2` — Summed acceleration this frame (thrust + any extra pulls).
- `gravity?: Vec2` — Optional constant gravity vector (added to accel).
- `drag?: number` — Per-second linear drag coefficient (0/undefined = none).
- `maxSpeed?: number` — Terminal-speed clamp (undefined = uncapped).

### `Vec2`

```ts
interface Vec2
```

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

- `x: number` — Horizontal position or component, in world units; +x is right.
- `y: number` — Vertical position or component, in world units; +y is down.

### `VecMotionApi`

```ts
type VecMotionApi = typeof kit
```

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