---
title: "Word search puzzles: API"
package: "@phaser-ae/word-search"
tier: Pro
version: 3.0.0-0
released: 2026-10-21
updated: 2026-10-21
description: "Hides words in straight lines across a grid of letters and judges the lines players drag, from your own themed words or a dictionary, in any size or shape."
url: https://phaser.io/packs/word-search/api
site: Phaser - https://phaser.io
---

# Word search puzzles: API

`@phaser-ae/word-search` — Seeded word search grids from your own words or a dictionary, with direction presets, shaped grids, hidden messages and drag selection rules.

## The pack

### `wordSearch`

```ts
function wordSearch(): Pack<{ wordSearch: WordSearchApi }>
```

The `word-search` pack: seeded word search grids and the rules of finding the words. Pure logic, so it runs headless.

## Helpers

### `createWordSearch`

```ts
function createWordSearch(options: WordSearchOptions): WordSearch
```

Make a puzzle. Throws a RangeError for a grid of no cells, an unknown direction, a word with characters other than
letters, neither `words` nor `pool`, or a message longer than the free cells.

### `DIRECTION_PRESETS`

```ts
const DIRECTION_PRESETS: Readonly<Record<'easy' | 'medium' | 'hard', ReadonlyArray<Direction>>>
```

Direction presets: `easy` hides words reading right or down; `medium` adds the two diagonals that read
left to right; `hard` uses all eight, backwards included.

### `DIRECTIONS`

```ts
const DIRECTIONS: Readonly<Record<Direction, { readonly dx: number; readonly dy: number }>>
```

Each direction as a step across (`dx`) and down (`dy`) the grid.

## Types

### `Cell`

```ts
interface Cell
```

A cell of the grid: `x` across from 0 at the left, `y` down from 0 at the top.

- `readonly x: number` — Column, from 0 at the left.
- `readonly y: number` — Row, from 0 at the top.

### `Direction`

```ts
type Direction = 'right' | 'left' | 'down' | 'up' | 'down-right' | 'up-left' | 'down-left' | 'up-right'
```

A way a word can run: across, down, and the diagonals, each forwards or backwards.

### `FoundResult`

```ts
interface FoundResult
```

What an accepted move found.

- `readonly index: number` — The word's `index`.
- `readonly label: string` — Its label.
- `readonly placement: Placement` — Where it is.
- `readonly complete: boolean` — Is the puzzle now complete?

### `Placement`

```ts
interface Placement
```

Where one word is hidden.

- `readonly start: Cell` — The first letter's cell.
- `readonly end: Cell` — The last letter's cell.
- `readonly direction: Direction` — Which way it reads.
- `readonly cells: ReadonlyArray<Cell>` — Every cell it covers, first letter to last.

### `SearchWord`

```ts
interface SearchWord
```

A word to find, as the puzzle lists it.

- `readonly index: number` — Its place in `words`, which never changes.
- `readonly label: string` — How it is listed, as given.
- `readonly letters: string` — Its letters as hidden, lower case.
- `readonly found: boolean` — Found (or revealed)?
- `readonly revealed: boolean` — Shown by `reveal` rather than found?
- `readonly placement: Placement | null` — Where it is: only once it is found or revealed, and always once the puzzle is complete.

### `WordSearch`

```ts
interface WordSearch
```

A word search puzzle. Make one with `createWordSearch`.

- `observation(): WordSearchView` — The puzzle as it stands.
- `letterAt(x: number, y: number): string | null` — The letter at a cell, lower case; null outside the grid or the mask.
- `lineBetween(from: Cell, to: Cell): Cell[] | null` — The cells in a straight line from `from` to `to` (across, down or diagonal, either way), or null when the two are not in line or the line leaves the grid. What a drag highlights.
- `snap(from: Cell, to: Cell): Cell` — Where a drag from `from` towards `to` should end: the cell on the nearest of the eight directions, as far along as `to` reaches, kept inside the grid. A drag snapped this way is always a line.
- `spell(from: Cell, to: Cell): string | null` — The letters a line spells, lower case, or null when it is not a line.
- `select(from: Cell, to: Cell): { readonly ok: true; readonly result: FoundResult } | Refusal` — Select a line. Accepted when it covers an unfound word exactly, in either direction; refused with a reason otherwise (not a line, not a word in the list, found already, complete).
- `reveal(index: number): { readonly ok: true; readonly result: FoundResult } | Refusal` — Show a word as if found, marked `revealed`. Refused for a found word or an unknown index.
- `undo(): boolean` — Take back the last selection or reveal.
- `hint(): { readonly index: number; readonly label: string; readonly start: Cell } | null` — A word still to find and its first letter's cell, for a hint that points without giving it away; null when complete.
- `solution(): ReadonlyArray<Placement>` — Where every word is, found or not: for a solution screen or a test. Indexed as `words`.
- `snapshot(): HistorySave<WordSearchMove>` — The puzzle as a save: the seed and the moves. Restore it into a puzzle made with the same options.
- `restore(save: HistorySave<WordSearchMove> | string): void` — Replace this puzzle's moves with a save. Throws, changing nothing, when the save does not replay.

### `WordSearchApi`

```ts
type WordSearchApi = typeof rules
```

`game.wordSearch`: every function and type this pack carries, as one namespace.

### `WordSearchMove`

```ts
type WordSearchMove = | { readonly kind: 'select'; readonly from: Cell; readonly to: Cell } | { readonly kind: 'reveal'; readonly index: number }
```

A move: a line selected from one cell to another, or a word revealed.

### `WordSearchOptions`

```ts
interface WordSearchOptions
```

How a puzzle is made. Only `seed` and one of `words` or `pool` are required.

- `seed: number` — Places the words and fills the grid, as an unsigned 32-bit integer.
- `width?: number` — Columns. Default 12, or the mask's width.
- `height?: number` — Rows. Default 12, or the mask's height.
- `words?: ReadonlyArray<string>` — The words to hide, as they should be listed: `"Tyrannosaurus Rex"` is hidden as TYRANNOSAURUSREX and listed as written. A word that does not fit is left out and named in `unplaced`.
- `pool?: ReadonlyArray<string>` — Words to choose from instead, at random: a themed list, or a dictionary's words (`game.words.find({ min: 4, max: 9 })`).
- `count?: number` — How many to choose from `pool`. Default 12. Fewer when not enough fit.
- `minLength?: number` — Shortest word taken from `pool`, in letters. Default 3.
- `maxLength?: number` — Longest word taken from `pool`, in letters. Default the grid's longer side.
- `directions?: 'easy' | 'medium' | 'hard' | ReadonlyArray<Direction>` — The ways words may run: a preset name or a list. Default `'medium'`.
- `overlap?: boolean` — May two words share a letter where they cross? Default true. Crossings are preferred when allowed, which packs a grid tighter.
- `fill?: 'words' | 'uniform' | string | Readonly<Record<string, number>>` — Letters for the cells no word uses: `'words'` (the default) draws from the hidden words' own letters, so the filler looks like them; `'uniform'` draws a to z evenly; a string draws evenly from its letters; a record of letter weights draws by weight (`game.words.lexicon.letterFrequency()`).
- `message?: string` — A message spelt by the free cells in reading order (left to right, top to bottom), before any filler. Letters only count.
- `mask?: ReadonlyArray<string>` — A shape: one string per row, `#` (or any character but `.` and space) for a cell and `.` or a space for none, so a puzzle can be a heart or a letter. Overrides `width` and `height`.

### `WordSearchView`

```ts
interface WordSearchView
```

The puzzle as it stands. Never says where an unfound word is.

- `readonly width: number` — Columns.
- `readonly height: number` — Rows.
- `readonly rows: ReadonlyArray<string>` — Each row's letters, lower case, with a space where the mask has no cell.
- `readonly words: ReadonlyArray<SearchWord>` — The words to find, in alphabetical order of their labels.
- `readonly found: number` — How many are found or revealed.
- `readonly total: number` — How many there are.
- `readonly complete: boolean` — Every word found or revealed?
- `readonly unplaced: ReadonlyArray<string>` — The words that did not fit and are not in the puzzle.
- `readonly directions: ReadonlyArray<Direction>` — The ways the words may run.

---

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