---
title: "Waves, difficulty and goals: API"
package: "@phaser-ae/wave-plan"
tier: Pro
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "Timed wave plans, difficulty curves that rise with the level, and win and lose goals a HUD can draw, as plain state for any game of waves or levels."
url: https://phaser.io/packs/wave-plan/api
site: Phaser - https://phaser.io
---

# Waves, difficulty and goals: API

`@phaser-ae/wave-plan` — What arrives and what counts as winning: timed wave plans, difficulty curves read by level, objectives that compose, and one-of-each catalogues.

## The pack

### `wavePlan`

```ts
function wavePlan(): Pack<{ wavePlan: WavePlanApi }>
```

The `wave-plan` pack: wave plans, difficulty curves, goals and catalogues. Pure state, so it needs no backend and runs headless. No options.

## Helpers

### `createCatalogue`

```ts
function createCatalogue(wanted: readonly string[]): Catalogue
```

Creates a `Catalogue` of the names to capture.

### `createCurve`

```ts
function createCurve<K extends string>( ranges: Record<K, CurveRange>, opts: CurveOptions<string> = {}, ): DifficultyCurve<K>
```

Creates a `DifficultyCurve` from named ranges.

### `createWaves`

```ts
function createWaves(opts: WavePlanOptions): WavePlan
```

Creates a `WavePlan`.

### `goals`

```ts
const goals: { clear(left: () => number, label?: string): Objective; count(need: number, got: () => number, label?: string): Objective; survive(seconds: number, label?: string): Objective; ... 7 more ...; any(list: Objective[], label?: string): Objective; } …
```

The objective templates. Each returns a plain `Objective`.

## Classes

### `Catalogue`

```ts
class Catalogue
```

One of each — Web Wars' trophy room. Not a counter: WHICH ones you have is
the game, and the missing list is what the HUD shows.

- `readonly wanted: readonly string[]` — The full list of names to capture.
- `constructor(wanted: readonly string[])`
- `capture(name: string): boolean` — True if this one was new.
- `has(name: string): boolean` — True if `name` has been captured.
- `get have(): string[]` — The wanted names already captured, in wanted order.
- `get missing(): string[]` — The wanted names not yet captured.
- `get complete(): boolean` — True when every wanted name is held.
- `clear(): void` — Removes every captured name.
- `objective(label = 'CAPTURE'): Objective` — As an `Objective`, so it binds to a HUD like any other.

### `DifficultyCurve`

```ts
class DifficultyCurve<K extends string>
```

Difficulty as data. Every number a wave, an enemy or a drain rate needs is
declared once as a range and read as `curve.at(level).speed` — so raising the
ramp is one edit, not a hunt through the game for magic numbers.

- `level: number` — The current level. Set it as the game advances.
- `constructor(ranges: Record<K, CurveRange>, opts: CurveOptions<string> = {})`
- `at(level = this.level): Record<K, number>` — Every value at `level` (default: the current one).
- `value(name: K, level = this.level): number` — One value, without building the object.
- `unlocked(name: string, level = this.level): boolean` — Has this enemy type been introduced yet?
- `available(level = this.level): string[]` — Everything introduced by `level` — the pool a wave draws from.

### `WavePlan`

```ts
class WavePlan
```

A declarative spawn schedule. `loop` counts completed passes through the
list, which is the number every per-loop mutator is a function of.

- `index: number` — Index into `waves`.
- `loop: number` — Completed passes through the whole list.
- `time: number` — Seconds into the current wave.
- `readonly waves: WaveDef[]` — The wave list, as given to `createWaves`.
- `finished: boolean` — A non-looping plan that has run out.
- `constructor(opts: WavePlanOptions)`
- `get wave(): WaveDef | undefined` — The current wave, or undefined when there is none.
- `get spent(): boolean` — Every entry has fired and (if given) `clear()` reads true.
- `start(index = 0): void` — Starts the wave at `index` with its clock at zero. Default 0.
- `update(dt: number): void` — Fires the spawn entries that are due and advances a spent wave. Call once a frame.
- `next(): void` — Force the next wave — a superzapper, or a debug skip.
- `reset(): void` — Back to wave 0 with `loop` at 0 — a new game.

## Types

### `CurveOptions`

```ts
interface CurveOptions<K extends string>
```

Configures `createCurve`.

- `over?: number` — Level at which every range reaches its `to`. Default 10.
- `ease?: 'linear' | 'ease' | 'step'` — Shape of the ramp. `ease` starts gently; `step` snaps per level.
- `unlock?: Partial<Record<K, number>>` — Minimum level at which a named thing appears at all.

### `CurveRange`

```ts
type CurveRange = [number, number]
```

`[from, to]` — the value at level 0 and at the level the curve tops out.

### `Objective`

```ts
interface Objective
```

A win/lose rule a HUD can draw. Get one from `goals` or `Catalogue.objective`.

- `readonly label: string` — The name the HUD shows.
- `readonly progress: number` — 0..1. A HUD can draw any objective without knowing which kind it is.
- `readonly done: boolean` — True once the objective is met.
- `readonly failed: boolean` — True once the objective is lost.
- `update(dt: number): void` — Steps the rule. Call once a frame.
- `reset(): void` — Back to the start: not done, not failed, progress 0.

### `SpawnEntry`

```ts
interface SpawnEntry
```

One scheduled spawn within a wave.

- `type: string` — Passed straight back to `onSpawn`; the game decides what it means.
- `count?: number` — How many. Default 1.
- `at?: number` — Seconds after the wave starts. Default 0.
- `every?: number` — Seconds between them when `count` > 1. Default 0 — all at once.
- `data?: unknown` — Anything else the spawner needs: a lane, a depth, a formation.

### `WaveDef`

```ts
interface WaveDef
```

One wave: what spawns, and what holds it open.

- `name?: string` — A label for the HUD or the wave card.
- `spawn: SpawnEntry[]` — The spawn entries this wave fires.
- `clear?(): boolean` — Hold the wave open until this reads true, even once everything has spawned. Omit and the wave ends when its last entry has fired.

### `WavePlanApi`

```ts
type WavePlanApi = typeof kit
```

`game.wavePlan`: every builder and type this pack carries, as one namespace.

### `WavePlanOptions`

```ts
interface WavePlanOptions
```

Configures `createWaves`.

- `waves: WaveDef[]` — The waves, played in order.
- `loop?: boolean` — Start again at wave 0 with `loop` incremented. Default true.
- `onSpawn(entry: SpawnEntry, index: number, plan: WavePlan): void` — Called once for each spawn. `index` counts the fires of this entry, from 0.
- `onWave?(wave: WaveDef, index: number, plan: WavePlan): void` — Fired as each wave starts.
- `onLoop?(loop: number, plan: WavePlan): void` — Fired when the last wave of a loop clears.

---

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