---
title: "Top-down world: API"
package: "@phaser-ae/world-topdown"
tier: Free
version: 3.0.0-5
released: 2026-10-14
updated: 2026-10-20
description: "The 2D world for games seen from above, where objects draw by where their feet are, so characters walk behind trees with no sorting code."
url: https://phaser.io/packs/world-topdown/api
site: Phaser - https://phaser.io
---

# Top-down world: API

`@phaser-ae/world-topdown` — A 2D top-down world: y-sorted depth so things walk behind things, pan/zoom camera with bounds.

## The pack

### `topdown`

```ts
function topdown(opts: TopdownOptions = {}): Pack<{ world: World2dApi }>
```

The top-down world pack: within a layer, things sort by their FEET (y + half the scaled height + z), so the player walks behind the tree. Installs the 2D camera; registers the world with the kernel.

## Types

### `TopdownOptions`

```ts
interface TopdownOptions
```

Manifest options.

- `layers?: LayerName[]` — Draw layers, back to front. Default ['floor', 'world', 'fx'].
- `wrap?: Wrap` — A toroidal world of this size (world units): positions, drawing, camera, queries and collision all wrap. Game code never wraps a coordinate. Default none.

### `World2dApi`

```ts
interface World2dApi
```

`game.world` for either 2D world kind.

- `readonly kind: 'topdown' | 'side'` — Which 2D world this is.
- `readonly layers: ReadonlyArray<LayerName>` — The layer names, back to front. Spawning into any other name throws.
- `toWorld(sx: number, sy: number): { x: number; y: number }` — Screen (logical pixels) to world, through the camera.
- `toScreen(wx: number, wy: number): { x: number; y: number }` — World to screen (logical pixels), through the camera.
- `readonly wrap: Wrap | null` — The wrap size, or null. Read it for spawning at the edges; never wrap a coordinate yourself.
- `readonly view: { x: number; y: number; w: number; h: number; cx: number; cy: number }` — What the camera is looking at right now, in world units. Derived every read, so it is never a frame behind.
- `vw(f: number): number` — The world x a fraction across the view: 0 the left edge, 1 the right. Camera-aware, so `vw(0.5)` is always the middle of the screen.
- `vh(f: number): number` — The world y a fraction down the view: 0 the top, 1 the bottom.

---

## 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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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`.
