---
title: "Wave arena shooter"
package: "@phaser-ae/wave-arena"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "The rules of a single-screen arena shooter with eight-way movement and independent eight-way fire, waves of enemy families from every side, and people to rescue."
url: https://phaser.io/packs/wave-arena
site: Phaser - https://phaser.io
---

# Wave arena shooter

The rules of an open-arena shooter: one screen, eight-way movement and independent eight-way fire, waves of enemy
families placed around the player, and people to rescue for a rising bonus. The arena, the enemies, the waves and
their timings are plain data, and the pack draws nothing.

## What it does

You create an arena from a definition and tick it with the player's input: a move direction and a fire direction,
each in eight ways. The arena runs whole frames at a fixed 60 Hz, moves the player and every enemy, flies the shots,
and reports what happened as events: `wave-start`, `killed`, `rescued`, `human-lost`, `reprogrammed`, `spawned`,
`fired`, `player-killed`, `extra-life`, `wave-clear`, `game-over` and more. The state holds every actor, shot and
score for your game to draw.

A wave is a row of counts by kind with its own timings. Each opens with a moment of stillness, places its enemies
around the player, and ends shortly after the last required enemy goes. The enemies come in families with their own
behaviour: `grunt` walkers that close in faster as their numbers fall, `hulk` brutes that cannot be killed and crush
the people, `brain` enemies that reprogram people into `prog` chasers and fire missiles that rebound off the walls,
`spheroid` and `quark` spawners that drop shooters, `enforcer` sparks that curve and slide along walls, `tank` shells
banked off a wall, and `electrode` obstacles. People wander the arena, and each rescue since the wave began or the
player last died scores more than the one before.

Every shot is a `projectile-patterns` projectile, so swept hits, walls, lifetimes and snapshots come from that pack,
while the families steer their own shots each frame. Death costs a life and restarts the wave with the survivors. The
whole game is deterministic for a seed and an input sequence, runs headless, and saves and restores.

## Features

- **Eight-way move and fire** — movement and firing directions held independently, with a laser count, speed and
  rate per game.
- **Enemy families** — `grunt`, `electrode`, `hulk`, `brain`, `prog`, `spheroid`, `enforcer`, `quark` and `tank`,
  each with its own movement, shots and parameter block.
- **People to rescue** — the `human` family wanders, brains reprogram them and brutes crush them, and a rescue table
  pays a rising bonus.
- **Kinds as data** — any number of kinds share a family with their own size, score and whether they must die to
  clear the wave, and a game may leave families out.
- **Waves as data** — authored rows of counts with per-wave timings, an optional safe box at the start, and a point
  to repeat from after the last.
- **Difficulty** — the authored tables by default, or `easy` and `normal` presets and your own values for population,
  its ramp per wave, a cap per kind, speed, fire rate, a grace period and a safe radius at each wave start.
- **A classic preset** — `robotronPreset` with 40 authored waves that repeat from 21, the original scores, rescue
  table, mercy table and extra lives, and `robotronWaves`, `robotronWaveParams` and `robotronKinds` to reuse its tables.
- **A second ruleset** — `arenaSiegePreset`, an arena you size with eight authored waves, drone swarms, mines to clear,
  brutes that hunt only the player, motherships, six lasers and its own rescue table.
- **Validation** — `validateWaveArena` reports a definition the arena cannot run.
- **Deterministic and snapshot-able** — the same seed and inputs always play the same, with `snapshot`, `restore`
  and `reset` to any wave.

## Good for

- **Single-screen arena shooters** with eight-way fire and people to rescue, in the style of Robotron: 2084.
- **Wave-based arena games** in the style of Smash TV, with your own enemy kinds and wave tables.
- **Twin-stick survival modes**, where the threat comes from every side and the waves keep coming.
- **Shooters tuned for different players**, with easier populations and a safe space at the start for a newcomer and
  the authored tables for a veteran.
- **Bots, replays and tests**, since the rules run headless and play identically from a seed.

## Make it yours

The pack factory takes no options: everything is the definition passed to `createWaveArena`. `robotronPreset` takes
lives, extra-life score, laser count and rate, the rescue table and a seed, and then any field of the definition can
be replaced: the arena bounds, the player's size, speed and lives, the lasers, the kinds with their families, sizes
and scores, the waves and their timings, the repeat point, the rescue table, every family's parameter block,
projectile caps, the mercy table and the phase lengths.

Two very different games from the same rules: the classic preset, a small arena with four lasers, 40 waves and the
original's speeds, played on the authored tables; and the second ruleset, a wide arena with eight waves of drone
swarms, mines and brutes that hunt only the player, six lasers and a smaller rescue bonus, played on the `easy`
difficulty with fewer enemies, a grace period and 80 pixels kept clear at every wave start.

## A quick look

The classic preset, ticked with the player's move and fire directions:

```ts
const wa = game.waveArena;
const g = wa.createWaveArena(wa.robotronPreset());
g.tick(dt, { move: { x: -1, y: 0 }, fire: { x: 0, y: 1 } });   // fixed 60 Hz frames inside
for (const e of g.drain()) { /* wave-start, killed, rescued, human-lost, wave-clear, game-over … */ }
const s = g.state;           // actors, shots, player, score, lives, wave, status
g.shotPosition(shot.id);     // where a shot is
```

## Works with

- `projectile-patterns` — required: every laser, spark, missile and shell is one of its projectiles.
- `maze-rooms` — for room-to-room play through lethal walls with a pursuer.
- `scrolling-shooter`, `asteroid-field`, `marching-fleet` and `flight-formation` — for scrolling, asteroid and
  formation shooters.

## Good to know

- A wave may place at most 400 actors, and more is reported as an error.
- Actors collide as boxes and projectiles as circles, not pixel masks.
- `tick` runs at most eight frames per call and drops the rest, so a long stall does not snowball.
- Every actor dies to one hit or cannot be killed: there are no hit points or status effects.
- The pack draws nothing; your game reads the state, maps input and draws.

---

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