---
title: "Wave arena shooter: API"
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/api
site: Phaser - https://phaser.io
---

# Wave arena shooter: API

`@phaser-ae/wave-arena` — Wave arenas: eight-way move and fire, enemy families placed around you, humans to rescue, waves as data, as in Robotron: 2084.

## The pack

### `waveArena`

```ts
function waveArena(): Pack<{ waveArena: WaveArenaApi }>
```

Install the renderer-independent wave-arena rules (Robotron). Projectiles are flown by `projectile-patterns`.

## Helpers

### `arenaSiegePreset`

```ts
function arenaSiegePreset(o: ArenaSiegePresetOptions = {}): WaveArenaConfig
```

A materially different wave-arena game on the same rules: a wide arena, a faster player with six lasers,
eight authored waves where the mines (electrodes) must be cleared too, one kind of civilian with a flatter
rescue table, drone swarms that are grunts of a different size and score, brutes (hulks) that hunt only the
player, and motherships (spheroids) that carry more hunters.

### `createWaveArena`

```ts
function createWaveArena(config: WaveArenaConfig): WaveArena
```

Create a wave-arena game.

### `robotronKinds`

```ts
function robotronKinds(): WaveKind[]
```

The ten 1982 kinds plus the three family members. Sizes are the original sprites' boxes in pixels.

### `robotronPreset`

```ts
function robotronPreset(o: RobotronPresetOptions = {}): WaveArenaConfig
```

Robotron: 2084 (Williams, 1982) as a wave-arena definition.

### `robotronWaveParams`

```ts
function robotronWaveParams(wave: number): WaveParams
```

The original's per-wave parameters for a 1-based wave (1..40).

### `robotronWaves`

```ts
function robotronWaves(): WaveDef[]
```

The original's 40 authored waves (after wave 40 the game repeats waves 21-40).

### `validateWaveArena`

```ts
function validateWaveArena(c: WaveArenaConfig): void
```

Throw a descriptive error for an unsupported configuration.

### `waveDifficulty`

```ts
function waveDifficulty(name: "easy" | "normal" | "arcade"): WaveDifficulty
```

Named difficulty settings: "arcade" is the original tables, "normal" a playable ramp, "easy" a gentle one.

## Classes

### `WaveArena`

```ts
class WaveArena
```

The wave-arena rules owner. Create with {@link createWaveArena}.

- `readonly config: WaveArenaConfig` — The definition this game runs.
- `readonly projectiles: Projectiles` — The projectile owner that flies and collides every shot.
- `readonly difficulty: WaveDifficulty` — The difficulty in force (resolved from `config.difficulty`).
- `constructor(config: WaveArenaConfig)`
- `get state(): WaveArenaState` — A read-only copy of the whole state.
- `kind(id: string): WaveKind` — The kind definition for an id.
- `waveDef(wave: number): WaveDef` — The definition of a 1-based wave, following `repeatFrom` past the authored list.
- `waveCounts(wave: number): Record<string, number>` — The counts a 1-based wave starts with after difficulty shaping: each non-human count is multiplied by min(maxPopulation, population + ramp x (wave - 1)), rounded, kept at least 1 when the table has any, and capped at maxCount. With the arcade difficulty these are the authored counts.
- `required(kind: string): boolean` — True when this kind must be destroyed to clear the wave.
- `shotPosition(id: number): { x: number; y: number; vx: number; vy: number } | null` — Projectile positions by id (for drawing).
- `reset(wave = 1): void` — Start a new game at a 1-based wave.
- `tick(seconds: number, input: WaveArenaInput = {}): void` — Advance by real seconds, running whole frames (at most 8 per call).
- `step(input: WaveArenaInput = {}): void` — Advance exactly one frame.
- `drain(): WaveArenaEvent[]` — Drain queued events.
- `snapshot()` — Serializable snapshot of the whole game.
- `restore(snap: ReturnType<WaveArena["snapshot"]>): void` — Restore a snapshot taken from the same configuration.

## Types

### `ArenaSiegePresetOptions`

```ts
interface ArenaSiegePresetOptions
```

Options for {@link arenaSiegePreset}.

- `width?: number` — Arena width in pixels (default 360).
- `height?: number` — Arena height in pixels (default 216).
- `lives?: number` — Starting lives (default 5).
- `difficulty?: "easy" | "normal" | "arcade" | WaveDifficulty` — Difficulty (default "arcade": the variant's authored waves as written).
- `seed?: number` — Seed.

### `RobotronPresetOptions`

```ts
interface RobotronPresetOptions
```

Options for {@link robotronPreset}.

- `lives?: number` — Starting lives. Original default: 3.
- `extraEvery?: number` — Extra life every N points (0 = none). Original default: 25,000.
- `laserMax?: number` — Most lasers in flight. Original: 4.
- `laserRepeat?: number` — Frames between held shots. Original: 8.
- `rescue?: number[]` — Rescue score table. Original: 1000..5000.
- `difficulty?: "easy" | "normal" | "arcade" | WaveDifficulty` — Difficulty: "arcade" (default, the original tables exactly), "normal", "easy", or explicit values.
- `seed?: number` — Seed.

### `WaveActor`

```ts
interface WaveActor
```

An actor in the arena (enemy, electrode or human).

- `id: string` — Unique id, never reused.
- `kind: string` — Kind id.
- `behaviour: WaveBehaviour` — Family.
- `x: number` — Centre.
- `y: number` — Centre.
- `w: number` — Hit box.
- `h: number` — Hit box.
- `vx: number` — Velocity (px per frame) for gliding families.
- `vy: number` — Velocity (px per frame).
- `dir: Dir8` — Facing / heading for presenters.
- `anim: number` — Animation step counter.
- `wait: number` — Process countdown (frames or family ticks).
- `timer: number` — Secondary countdown (turns, shots).
- `timer2: number` — Tertiary countdown (drops, re-aims).
- `carry: number` — Count left to drop (spheroids, quarks).
- `phase: string` — Family phase: grow, roam, drop, escape, reprogram.
- `target: string` — Target actor id ("" = the player).
- `ox: number` — Target offsets.
- `oy: number` — Target offsets.

### `WaveArenaApi`

```ts
type WaveArenaApi = typeof waves & typeof presets & { dir8: typeof dir8; overlaps: typeof overlaps }
```

`game.waveArena`: the wave-arena rules owner, its presets and helpers.

### `WaveArenaConfig`

```ts
interface WaveArenaConfig
```

The complete wave-arena definition. {@link robotronPreset } supplies the 1982 values.

- `arena: { left: number; top: number; right: number; bottom: number }` — Playfield bounds in model pixels.
- `fps: number` — Simulation frames per second. Original: 60.
- `player: { /** Start centre. */ x: number; /** Start centre. */ y: number; /** Hit box. */ w: number; /** Hit box. */ h: number; /** Pixels per frame on each axis. Original: 1 and 1. */ speedX: number; /** Pixels per frame on each axis. Original: 1 and 1. */ speedY: number; /** Starting lives (including the one in play). */ lives: number; /** Extra life every this many points (0 = none). Original: 25,000. */ extraEvery: number; }` — The player.
- `laser: { /** Most lasers in flight. Original: 4. */ max: number; /** Pixels per frame on each moving axis. Original: 6. */ speed: number; /** Frames a direction must be held before the first shot. Original: 2. */ firstDelay: number; /** Frames between shots while held. Original: 8. */ repeat: number; /** Hit radius. */ radius: number; }` — The player's lasers.
- `kinds: WaveKind[]` — All kinds.
- `waves: WaveDef[]` — The authored waves, played in order.
- `repeatFrom: number` — After the last wave, play continues from this wave index (0-based). Original: 20 (wave 21).
- `rescue: { scores: number[] }` — Rescue scoring: the nth human saved since the last death or wave start pays scores[min(n, len) - 1].
- `grunt: { /** Frames between grunt passes. Original: 4. */ passFrames: number; /** Step size. Original: 4 px across, 4 px down. */ stepX: number; /** Step size. */ stepY: number; /** Frames between speed-ups. Original: 225 (15 x 15). */ speedUpFrames: number; /** Speed-ups stop while at least this many grunts are alive. Original: 30. */ speedUpBelow: number; /** Countdown factor applied each time a grunt is shot. Original: 0.875. */ killFactor: number; /** Grunts die (and destroy the electrode) when they walk into an electrode. */ electrodesKill: boolean; }` — Grunt family.
- `hulk: { /** Alternating horizontal step sizes. Original: 3, 4. */ stepX: number[]; /** Vertical step size. Original: 2. */ stepY: number; /** Steps between turns: random 1..this. Original: 32. */ turnSteps: number; /** Chance a hulk hunts a human rather than the player. Original: 0.75. */ humanChance: number; /** Random target offset (+/- px). Original: 16 bytes = 32 px horizontally, 16 px vertically. */ jitterX: number; /** Random target offset (+/- px). */ jitterY: number; /** Knock-back from a laser hit, doubled at random. Original: 2 px across, 1 px down. */ knockX: number; /** Knock-back. */ knockY: number; }` — Hulk family.
- `human: { /** Frames between steps. Original: 8. */ stepFrames: number; /** Alternating horizontal step sizes. Original: 2, 1. */ stepX: number[]; /** Vertical step. Original: 1. */ stepY: number; /** Steps between turns: random 1..this. Original: 128. */ turnSteps: number; }` — Human family.
- `brain: { /** Horizontal step. Original: 2 px. */ stepX: number; /** Vertical step. Original: 1 px. */ stepY: number; /** Reprogramming reach (px). */ reach: number; /** Frames to reprogram a human. Original: 80. */ reprogramFrames: number; /** Kind a reprogrammed human becomes. */ prog: string; }` — Brain family.
- `prog: { /** Frames between steps. Original: 3. */ stepFrames: number; /** Step size on the chosen axis. Original: 4 px. */ step: number; /** Chance per step of choosing a new heading. Original: 27/256. */ turnChance: number; }` — Prog family.
- `missile: WaveShotKind & { /** Frames between moves. Original: 2. */ moveFrames: number; /** Steps per move. Original: 2. */ steps: number; /** Step size across / down. Original: 2 and 1 px. */ stepX: number; /** Step size down. */ stepY: number; /** Moves between re-aims: random 1..this. Original: 7. */ retarget: number; /** Trail points kept for drawing. Original: 8. */ trail: number; }` — Cruise missiles (brains).
- `spheroid: { /** Frames per tick. Original: 2. */ tickFrames: number; /** Velocity caps (px per frame). Original: 2 across, 2 down. */ maxVX: number; /** Velocity cap down. */ maxVY: number; /** Kind it drops. */ drops: string; /** Most of the dropped kind alive at once. Original: 8. */ dropCap: number; }` — Spheroid family.
- `enforcer: { /** Frames spent growing after a drop. */ growFrames: number; /** Frames per tick. Original: 3. */ tickFrames: number; /** Ticks between new headings: random 1..this. Original: 32. */ retarget: number; /** Target spread around the player (+/- px). */ spread: number; }` — Enforcer family.
- `spark: WaveShotKind & { /** Life in frames: random from..to. Original: 80..140. */ life: [number, number]; /** Aim spread (+/- px). */ spread: number; /** Curve: random acceleration magnitude (px per frame per frame). */ curve: number; }` — Enforcer sparks.
- `quark: { /** Frames per tick. Original: 3. */ tickFrames: number; /** Kind it drops. */ drops: string; /** Most of the dropped kind alive at once. Original: 20. */ dropCap: number; /** Grow frames for a dropped tank. Original: 48. */ growFrames: number; }` — Quark family.
- `tank: { /** Frames per step. Original: 2. */ stepFrames: number; /** Step size (px). Original: 1. */ step: number; /** Chance a new heading seeks the player. Original: 96/256. */ seekChance: number; /** Steps between turns: random 1..this. Original: 32. */ turnSteps: number; /** Chance a shell is aimed directly rather than banked off a wall. Original: 0.5. */ directChance: number; }` — Tank family.
- `shell: WaveShotKind & { /** Life in frames: random from..to. Original: 96..158. */ life: [number, number]; }` — Tank shells.
- `mercy?: { wave: number; spheroidDrop: number; enforcerShot: number; gruntDelay: number; gruntMinDelay: number }[]` — Mercy table for weak players (the original's "bozo" table): waves 1..n, used on a restart on the last life.
- `introFrames: number` — Frames of the wave-start appearance (nothing moves).
- `clearFrames: number` — Frames between the wave clearing and the next wave.
- `deathFrames: number` — Frames of the death sequence.
- `difficulty?: WaveDifficulty` — Difficulty shaping (default: the authored tables exactly, as {@link waveDifficulty}("arcade")).
- `seed?: number` — Seed for every random choice.

### `WaveArenaEvent`

```ts
type WaveArenaEvent = | { kind: "wave-start"; wave: number } | { kind: "wave-clear"; wave: number } | { kind: "killed"; id: string; actor: string; x: number; y: number; score: number; by: "laser" | "electrode" | "hulk" } | { kind: "shot-down"; shot: WaveShot["kind"]; x: number; y: number; score: number } | { kind: "hulk-hit"; id: string; x: number; y: number } | { kind: "rescued"; id: string; actor: string; x: number; y: number; score: number } | { kind: "human-lost"; id: string; actor: string; x: number; y: number; by: "hulk" | "brain" } | { kind: "reprogrammed"; id: string; x: number; y: number } | { kind: "spawned"; id: string; actor: string; x: number; y: number } | { kind: "fired"; shot: WaveShot["kind"]; x: number; y: number } | { kind: "player-killed"; x: number; y: number; by: string } | { kind: "extra-life"; lives: number } | { kind: "game-over"; score: number }
```

Events for presenters (sounds, explosions, score pop-ups).

### `WaveArenaInput`

```ts
interface WaveArenaInput
```

Input for one frame.

- `move?: Dir8` — Eight-way movement (-1..1 each axis).
- `fire?: Dir8` — Eight-way fire direction; {0,0} = not firing.

### `WaveArenaState`

```ts
interface WaveArenaState
```

The whole serialisable state.

- `status: WaveStatus` — Current phase.
- `statusFrames: number` — Frames in this phase.
- `frame: number` — Total frames.
- `wave: number` — 1-based wave number.
- `score: number` — Score.
- `lives: number` — Lives including the one in play.
- `nextExtra: number` — Next extra-life score.
- `saved: number` — Humans saved since the wave started or the player last died.
- `player: { x: number; y: number; alive: boolean; facing: Dir8; anim: number; fireDir: Dir8; fireHeld: number }` — The player.
- `actors: WaveActor[]` — Actors.
- `shots: WaveShot[]` — Projectiles with family data.
- `gruntDelay: number` — Grunt countdown range now.
- `gruntMinDelay: number` — Fastest grunt range now.
- `speedUpIn: number` — Frames to the next grunt speed-up check.
- `scoredSinceCheck: boolean` — The player scored since the last speed-up check.
- `gruntPass: number` — Grunt pass countdown.
- `nextId: number` — Next id.
- `random: number[]` — Seeded random state: four words of the kernel's `createRng` state, advanced in place.
- `carry: Record<string, number>` — Survivors carried to the restart after a death (kind → count).
- `gameOverReason: string` — Why the game ended.
- `grace: number` — Grace frames left in this wave (enemies hold still).
- `actorClock: number` — Fractional enemy-clock carry for the speed scale.

### `WaveBehaviour`

```ts
type WaveBehaviour = | "grunt" | "electrode" | "hulk" | "brain" | "prog" | "spheroid" | "enforcer" | "quark" | "tank" | "human"
```

Built-in enemy families. A kind picks one and the family's parameter block drives it.

### `WaveDef`

```ts
interface WaveDef
```

One authored wave: counts by kind id.

- `counts: Record<string, number>` — Counts of each kind at the start of the wave (kind id → count).
- `params: WaveParams` — Timing for this wave.
- `safeZone?: [number, number, number, number]` — Grunt/hulk/tank exclusion box around the player's start [left, right, top, bottom] (model pixels).

### `WaveDifficulty`

```ts
interface WaveDifficulty
```

Difficulty shaping layered over the authored waves. The all-neutral values ({@link waveDifficulty}("arcade"))
play the authored tables exactly; every other value is a deliberate departure a consumer opts into.

- `population: number` — Multiplier on every enemy and electrode count at wave 1 (humans are never scaled). Arcade: 1.
- `ramp: number` — Added to the multiplier for every later wave: how fast the waves escalate towards the full tables. Arcade: 0.
- `maxPopulation: number` — Ceiling for the multiplier. Arcade: 1.
- `maxCount: number` — Most of any one kind in a wave after scaling (0 = no cap). Arcade: 0.
- `speed: number` — Enemy speed scale: every family's clock (moves, drops, re-aims) and enemy shot speed. Arcade: 1.
- `fire: number` — Enemy fire-rate scale: shot timers are divided by it (0.5 = half as often). Arcade: 1.
- `grace: number` — Frames after the wave intro in which the player moves and fires but enemies hold still. Arcade: 0.
- `safeRadius: number` — No lethal actor is placed with any part nearer than this to the player's centre (px). Arcade: 0.

### `WaveKind`

```ts
interface WaveKind
```

One kind of actor: its family, size and score.

- `id: string` — Kind id used by wave rows and spawns (unique).
- `behaviour: WaveBehaviour` — The family whose rules move it.
- `score: number` — Points for destroying it with a laser (rescues use `rescue.scores`).
- `w: number` — Hit-box width.
- `h: number` — Hit-box height.
- `required?: boolean` — Must be destroyed (or leave) to clear the wave. Default: grunts, brains, spheroids, enforcers, quarks and tanks — the original's end-of-wave count. Hulks, electrodes, Progs and humans never block the end.

### `WaveParams`

```ts
interface WaveParams
```

Per-wave timing parameters (the original's WVTAB columns). Units are noted per field.

- `gruntDelay: number` — Grunt step countdown range (each grunt waits 1..this grunt passes between steps). Original ROBSPD.
- `gruntMinDelay: number` — Fastest the countdown range may become as the wave goes on. Original RMXSPD.
- `carry: number` — Enforcers (or tanks) a spheroid (or quark) carries: random 1..this, halved rounding up. Original ENFNUM.
- `enforcerShot: number` — Enforcer shot timer range, in enforcer ticks. Original ENSTIM.
- `spheroidDrop: number` — Spheroid ticks before it starts dropping enforcers (random 1..this). Original CDPTIM.
- `hulkDelay: number` — Frames between hulk steps. Original HLKSPD.
- `brainShot: number` — Brain cruise-missile timer range, in brain steps. Original BSHTIM.
- `brainDelay: number` — Frames between brain steps. Original BRNSPD.
- `tankShot: number` — Tank steps between shells. Original TNKSHT.
- `shellSpeed: number` — Shell speed factor (0..255). Original SHLSPD.
- `quarkDrop: number` — Quark ticks before it starts dropping tanks (random 1..this). Original TDPTIM.
- `quarkSpeed: number` — Quark speed range (0..255). Original SQSPD.

### `WaveShot`

```ts
interface WaveShot
```

A projectile with its family data. Position and velocity live in `projectiles`.

- `id: number` — Projectile id in `projectiles`.
- `kind: "laser" | "spark" | "missile" | "shell"` — laser, spark, missile or shell.
- `dir: Dir8` — Direction (lasers).
- `life: number` — Frames left.
- `ax: number` — Acceleration (sparks), px per frame per frame.
- `ay: number` — Acceleration (sparks).
- `retarget: number` — Moves left before re-aim (missiles).
- `mx: number` — Missile heading.
- `my: number` — Missile heading.
- `trail: { x: number; y: number }[]` — Missile trail, newest first.
- `age: number` — Frame counter.

### `WaveShotKind`

```ts
interface WaveShotKind
```

Projectile kinds fired by the families.

- `score: number` — Points for shooting it down. Original: 25.
- `radius: number` — Hit radius.
- `cap: number` — Most of this kind alive at once (the original's caps: 20 sparks, 8 missiles, 21 shells).

### `WaveStatus`

```ts
type WaveStatus = "intro" | "playing" | "clear" | "dying" | "game-over"
```

Game phase.

---

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