| name | curves-and-paths |
| description | Use this skill when working with curves and paths in Phaser 4. Covers splines, bezier curves, lines, ellipses, path followers, and mathematical curve types. Triggers on: curve, path, spline, bezier, path follower. |
Curves and Paths
Creating paths from curves, getting points along them, drawing them with Graphics, and making sprites follow paths automatically using PathFollower in Phaser 4.
Key source paths: src/curves/, src/curves/path/, src/gameobjects/pathfollower/, src/gameobjects/components/PathFollower.js
Related skills: ../sprites-and-images/SKILL.md, ../graphics-and-shapes/SKILL.md, ../tweens/SKILL.md
Quick Start
const path = this.add.path(50, 300);
path.lineTo(200, 100);
path.splineTo([ new Phaser.Math.Vector2(300, 400), new Phaser.Math.Vector2(500, 200) ]);
path.lineTo(700, 300);
const graphics = this.add.graphics();
graphics.lineStyle(2, 0xffffff, 1);
path.draw(graphics, 64);
const follower = this.add.follower(path, 50, 300, 'ship');
follower.startFollow({
duration: 5000,
rotateToPath: true,
repeat: -1,
yoyo: true
});
Core Concepts
Path
A Phaser.Curves.Path is a container that combines multiple Curves into one continuous compound curve. Curves in a Path do not need to be connected end-to-end. Only the order of curves affects point calculations along the path.
Created via factory: this.add.path(x, y) where x/y is the starting point.
Key properties:
curves -- array of Phaser.Curves.Curve objects in the Path
startPoint -- Vector2, the defined starting position
autoClose -- boolean, if true getPoints() appends the first point at the end
defaultDivisions -- number (default: 12), divisions per curve when calling getPoints()
name -- string, empty by default, for developer use
Curves
All curve types extend Phaser.Curves.Curve (the base class). Every curve supports:
getPoint(t, out) -- get a point at position t (0-1) based on curve parameterization
getPointAt(u, out) -- get a point at position u (0-1) based on arc length (evenly spaced)
getPoints(divisions, stepRate, out) -- array of points along the curve
getSpacedPoints(divisions, stepRate, out) -- array of equidistant points by arc length
getDistancePoints(distance) -- points spaced by pixel distance
getLength() -- total arc length in pixels
getBounds(out, accuracy) -- bounding Rectangle
getTangent(t, out) / getTangentAt(u, out) -- unit tangent vector
getStartPoint(out) / getEndPoint(out) -- first/last points
getRandomPoint(out) -- random point on the curve
draw(graphics, pointsTotal) -- render the curve onto a Graphics object
active -- boolean, when false the parent Path skips this curve
PathFollower
A Phaser.GameObjects.PathFollower is a Sprite with the Components.PathFollower mixin. It uses an internal Tween (a number counter from 0 to 1) to advance along a Path each frame.
Created via factory: this.add.follower(path, x, y, texture, frame)
The PathFollower component provides:
path -- the Phaser.Curves.Path being followed
pathTween -- the internal Tween driving movement
pathOffset -- Vector2, offset added to path coordinates
pathVector -- Vector2, current position on the path
pathDelta -- Vector2, distance traveled since last frame
rotateToPath -- boolean, auto-rotate to face path direction
pathRotationOffset -- number (degrees), added to auto-rotation
Common Patterns
Creating Paths with Chained Curves
Path has convenience methods that create curves starting from the previous end point:
const path = this.add.path(100, 500);
path.lineTo(300, 100);
path.cubicBezierTo(500, 100, 350, 50, 450, 50);
path.quadraticBezierTo(700, 400, 600, 100);
path.splineTo([
new Phaser.Math.Vector2(750, 300),
new Phaser.Math.Vector2(600, 500)
]);
path.ellipseTo(50, 80, 0, 270, false, 0);
path.circleTo(40);
path.moveTo(400, 400);
path.lineTo(500, 400);
path.closePath();
Adding Standalone Curve Objects
const path = new Phaser.Curves.Path(0, 0);
const line = new Phaser.Curves.Line(new Phaser.Math.Vector2(0, 0), new Phaser.Math.Vector2(200, 200));
path.add(line);
const spline = new Phaser.Curves.Spline([ 200, 200, 300, 100, 400, 300 ]);
path.add(spline);
const ellipse = new Phaser.Curves.Ellipse(400, 300, 100, 60, 0, 360, false, 0);
path.add(ellipse);
Getting Points Along a Path
const points = path.getPoints();
const detailed = path.getPoints(32);
const spaced = path.getSpacedPoints(100);
const midpoint = path.getPoint(0.5);
const tangent = path.getTangent(0.5);
const length = path.getLength();
const bounds = path.getBounds();
Drawing Paths with Graphics
const graphics = this.add.graphics();
graphics.lineStyle(2, 0x00ff00, 1);
path.draw(graphics, 64);
graphics.lineStyle(1, 0xff0000, 1);
path.curves[0].draw(graphics, 32);
const points = path.getSpacedPoints(50);
points.forEach(p => {
graphics.fillStyle(0xffff00, 1);
graphics.fillCircle(p.x, p.y, 3);
});
PathFollower Sprite
const path = this.add.path(100, 200);
path.lineTo(400, 400);
path.lineTo(700, 200);
const enemy = this.add.follower(path, 100, 200, 'enemy');
enemy.startFollow({
duration: 3000,
positionOnPath: true,
rotateToPath: true,
rotationOffset: 90,
repeat: -1,
yoyo: true,
from: 0,
to: 1,
startAt: 0,
ease: 'Sine.easeInOut'
});
enemy.pauseFollow();
enemy.resumeFollow();
enemy.stopFollow();
enemy.isFollowing();
enemy.setPath(newPath);
enemy.setPath(newPath, { duration: 2000 });
enemy.setRotateToPath(true, 90);
PathFollower with Simple Duration
enemy.startFollow(5000);
enemy.startFollow({ duration: 5000 });
All Curve Types
| Curve | Class | Constructor Params | Description |
|---|
| Line | Phaser.Curves.Line | (p0, p1) Vector2 endpoints, or ([x0,y0,x1,y1]) | Straight line segment between two points |
| Spline | Phaser.Curves.Spline | (points) array of Vector2, flat numbers, or nested arrays | Catmull-Rom spline through control points |
| CubicBezier | Phaser.Curves.CubicBezier | (p0, p1, p2, p3) or ([x0,y0,...x3,y3]) | Cubic Bezier with start, 2 control points, end |
| QuadraticBezier | Phaser.Curves.QuadraticBezier | (p0, p1, p2) or ([x0,y0,...x2,y2]) | Quadratic Bezier with start, 1 control point, end |
| Ellipse | Phaser.Curves.Ellipse | (x, y, xRadius, yRadius, startAngle, endAngle, clockwise, rotation) or config object | Elliptical arc; angles in degrees; yRadius defaults to xRadius |
Ellipse Curve Properties
The Ellipse curve has get/set properties for runtime modification:
x, y -- center position
xRadius, yRadius -- radii
startAngle, endAngle -- in degrees (get/set convert to/from radians internally)
clockwise -- boolean
rotation -- in radians
angle -- rotation in degrees (alternative to rotation)
setWidth(value) / setHeight(value) -- sets radius to value/2
API Quick Reference
Path (Phaser.Curves.Path)
| API | Type | Description |
|---|
add(curve) | method | Append any Curve to the path |
lineTo(x, y) | method | Add a Line from current end point |
splineTo(points) | method | Add a Spline from current end point |
cubicBezierTo(x, y, cp1X, cp1Y, cp2X, cp2Y) | method | Add CubicBezier from current end point |
quadraticBezierTo(x, y, cpX, cpY) | method | Add QuadraticBezier from current end point |
ellipseTo(xR, yR, start, end, cw, rot) | method | Add Ellipse arc from current end point |
circleTo(radius, clockwise, rotation) | method | Shortcut for ellipseTo with equal radii |
moveTo(x, y) | method | Move end point without drawing (creates gap) |
closePath() | method | Add Line from end to start if not already closed |
getPoint(t, out) | method | Point at normalized position (0-1) on entire path |
getPoints(divisions, stepRate) | method | Array of points, divisions per curve |
getSpacedPoints(divisions) | method | Equidistant points along entire path |
getRandomPoint(out) | method | Random point anywhere on the path |
getStartPoint(out) | method | Path starting point |
getEndPoint(out) | method | Path ending point |
getTangent(t, out) | method | Unit tangent vector at position t |
getCurveAt(t) | method | Return the Curve at normalized position t |
getLength() | method | Total path length in pixels |
getCurveLengths() | method | Array of cumulative curve lengths |
getBounds(out, accuracy) | method | Bounding Rectangle |
draw(graphics, pointsTotal) | method | Draw all curves onto a Graphics object |
toJSON() / fromJSON(data) | method | Serialization |
updateArcLengths() | method | Force recalculation of cached lengths |
destroy() | method | Clear internal references |
Base Curve (Phaser.Curves.Curve)
| API | Type | Description |
|---|
getPoint(t, out) | method | Point at parameter t (0-1) -- abstract, each subclass implements |
getPointAt(u, out) | method | Point at arc-length position u (0-1) -- evenly spaced |
getPoints(divisions, stepRate, out) | method | Array of points |
getSpacedPoints(divisions, stepRate, out) | method | Equidistant points by arc length |
getDistancePoints(distance) | method | Points spaced by pixel distance |
getLength() | method | Total curve arc length |
getTangent(t, out) / getTangentAt(u, out) | method | Unit tangent vector |
getTFromDistance(distance) | method | Convert pixel distance to t value |
draw(graphics, pointsTotal) | method | Render onto Graphics (default 32 points) |
getBounds(out, accuracy) | method | Bounding Rectangle |
active | boolean | When false, parent Path skips this curve |
defaultDivisions | number | Default 5 for standalone curves |
arcLengthDivisions | number | Precision for arc length calculations (default 100) |
PathFollower Component
| API | Type | Description |
|---|
setPath(path, config) | method | Set a new Path (optionally auto-start) |
startFollow(config, startAt) | method | Begin following; config = duration number or PathConfig |
pauseFollow() | method | Pause movement |
resumeFollow() | method | Resume paused movement |
stopFollow() | method | Stop following |
isFollowing() | method | Returns true if actively moving on path |
setRotateToPath(value, offset) | method | Enable/disable auto-rotation with offset |
path | Path | Current path reference |
pathTween | Tween | Internal tween driving movement |
pathOffset | Vector2 | Offset from path coordinates |
pathVector | Vector2 | Current position on the path |
pathDelta | Vector2 | Movement delta since last update |
rotateToPath | boolean | Auto-rotate to path direction |
pathRotationOffset | number | Rotation offset in degrees |
PathConfig (Phaser.Types.GameObjects.PathFollower.PathConfig)
| Property | Type | Default | Description |
|---|
duration | number | 1000 | Time in ms to traverse the path |
from | number | 0 | Start position on path (0-1) |
to | number | 1 | End position on path (0-1) |
positionOnPath | boolean | false | Snap follower to path start on begin |
rotateToPath | boolean | false | Auto-rotate to face path direction |
rotationOffset | number | 0 | Degrees added to auto-rotation |
startAt | number | 0 | Initial seek position on path (0-1) |
The config also accepts all standard Tween properties: ease, repeat, yoyo, delay, hold, onComplete, etc.
Gotchas
-
getPoint(t) vs getPointAt(u) on curves. getPoint uses the raw curve parameter t, which does not produce evenly spaced points on most curve types. getPointAt maps through arc length for even spacing. On a Path, getPoint already accounts for arc length across the whole path.
-
Path moveTo creates an inactive curve. The MoveTo pseudo-curve has active: false and zero length. It only repositions the end point for the next curve. It does not draw anything and is skipped by getPoints() and draw().
-
PathFollower uses a Tween internally. The startFollow config is passed to scene.tweens.addCounter(). All tween properties (ease, delay, repeat, yoyo, callbacks) work. The tween is set to persist: true automatically.
-
PathFollower offset behavior. When positionOnPath: false (default), the follower's current position becomes the offset from the path start. When positionOnPath: true, the follower snaps to the path's start point and the offset is zeroed.
-
Ellipse angles are in degrees. The constructor and startAngle/endAngle properties accept degrees. Internally they are stored as radians. The rotation property is in radians, but angle is in degrees.
-
closePath vs autoClose. closePath() adds an explicit Line curve from end to start. autoClose = true only affects getPoints() and getSpacedPoints() output by appending the first point, without adding a curve.
-
Cached lengths can go stale. getCurveLengths() caches results based on array length only. If you modify a curve's control points, call path.updateArcLengths() to force recalculation.
-
cubicBezierTo parameter order with numbers. When passing numbers: cubicBezierTo(endX, endY, cp1X, cp1Y, cp2X, cp2Y). The end point comes first, not the control points. When passing Vector2 objects: cubicBezierTo(cp1, cp2, endPoint).
-
Spline needs at least 4 points. The Catmull-Rom interpolation used by Spline works best with 4+ points. With fewer points, the curve may not behave as expected.
-
Line curve arcLengthDivisions is 1. Unlike other curves (default 100), Line overrides this to 1 since a line is inherently uniform. No need to adjust it.
Source File Map
| File | Purpose |
|---|
src/curves/path/Path.js | Path class -- combines multiple curves, factory registered as this.add.path |
src/curves/path/MoveTo.js | MoveTo pseudo-curve for creating gaps in paths |
src/curves/Curve.js | Base Curve class -- shared methods for all curve types |
src/curves/LineCurve.js | Line curve (two-point segment) |
src/curves/SplineCurve.js | Spline curve (Catmull-Rom through multiple points) |
src/curves/CubicBezierCurve.js | Cubic Bezier curve (4 control points) |
src/curves/QuadraticBezierCurve.js | Quadratic Bezier curve (3 control points) |
src/curves/EllipseCurve.js | Ellipse/arc curve with angle and rotation support |
src/gameobjects/pathfollower/PathFollower.js | PathFollower Game Object (extends Sprite + PathFollower mixin) |
src/gameobjects/pathfollower/PathFollowerFactory.js | this.add.follower factory registration |
src/gameobjects/components/PathFollower.js | PathFollower component mixin (setPath, startFollow, pathUpdate, etc.) |
src/gameobjects/pathfollower/typedefs/PathConfig.js | PathConfig typedef |