Best for
- Use this skill when using Arcade Physics in Phaser 4.
phaserjs/phaser/skills/physics-arcade/SKILL.md
Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body.
Decision brief
Setting up and using Arcade Physics in Phaser 4 -- enabling physics in GameConfig, creating physics-enabled sprites/images/groups, velocity, acceleration, gravity, collisions (collide/overlap), world bounds, body properties, and collision categories.
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/phaserjs/phaser --skill "skills/physics-arcade"Inspect the Agent Skill "physics-arcade" from https://github.com/phaserjs/phaser/blob/41be1e462bc600064e498cba370bfa8c5c055a22/skills/physics-arcade/SKILL.md at commit 41be1e462bc600064e498cba370bfa8c5c055a22. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
Workflow
Review the “Quick Start” section in the pinned source before continuing.
The Phaser.Physics.Arcade.World manages all bodies in the simulation. Accessed via this.physics.world in a Scene.
The Phaser.Physics.Arcade.World manages all bodies in the simulation. Accessed via this.physics.world in a Scene.
A dynamic body is created automatically when you use this.physics.add.sprite() or this.physics.add.image(). Access it via gameObject.body.
A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.
Permission review
No configured static risk pattern was detected
This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.
Evidence record
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 91/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 40,073 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
Setting up and using Arcade Physics in Phaser 4 -- enabling physics in GameConfig, creating physics-enabled sprites/images/groups, velocity, acceleration, gravity, collisions (collide/overlap), world bounds, body properties, and collision categories.
Key source paths: src/physics/arcade/ArcadePhysics.js, src/physics/arcade/World.js, src/physics/arcade/Body.js, src/physics/arcade/StaticBody.js, src/physics/arcade/Factory.js, src/physics/arcade/components/, src/physics/arcade/events/
Related skills: ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../tilemaps/SKILL.md, ../groups-and-containers/SKILL.md
class GameScene extends Phaser.Scene {
create() {
// Physics sprite (dynamic body, affected by gravity)
this.player = this.physics.add.sprite(100, 300, 'player');
this.player.setCollideWorldBounds(true);
this.player.setBounce(0.2);
// Static group (immovable platforms)
this.platforms = this.physics.add.staticGroup();
this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Register a persistent collider (checked every frame automatically)
this.physics.add.collider(this.player, this.platforms);
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
if (this.cursors.left.isDown) {
this.player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(160);
} else {
this.player.setVelocityX(0);
}
}
}
// Enable Arcade Physics in game config
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: GameScene
};
const game = new Phaser.Game(config);
this.physics.world)The Phaser.Physics.Arcade.World manages all bodies in the simulation. Accessed via this.physics.world in a Scene.
Vector2 applied to all dynamic bodies each step. Set via config or this.physics.world.gravity.y = 300.Rectangle defining the world boundary. Defaults to game canvas size.Set of all dynamic Body instances.Set of all StaticBody instances.ProcessQueue of registered Collider objects (from this.physics.add.collider / this.physics.add.overlap).world.setFPS(120).true (default) uses fixed timestep; false syncs to render fps.world.pause() / world.resume().true (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.true. Set via config debug: true.Body)A dynamic body is created automatically when you use this.physics.add.sprite() or this.physics.add.image(). Access it via gameObject.body.
Key properties (all on Body):
Vector2, pixels/secVector2, pixels/sec^2Vector2, deceleration (applied only when acceleration is zero)Vector2, per-body gravity added to world gravityVector2, rebound factor relative to 1Vector2, default (1, 0) -- velocity imparted by immovable body to riding bodyVector2, default (10000, 10000) | maxSpeed -- scalar cap, default -1 (none)1, affects collision momentum exchangefalse; if true, never moved by collisionstrue; if false, reflects velocity to colliding bodytrue; if false, position/rotation not updated by physicstrue; false removes from simulationfalse; when true, drag is a multiplier (0-1) instead of linearfalse; onWorldBounds/onCollide/onOverlap -- false, set true to emit eventsShape: isCircle (set via setCircle), width/height, offset (Vector2), center (read-only midpoint).
Collision state (read-only, reset each step): touching / blocked / wasTouching -- { none, up, down, left, right }. embedded -- both overlapping with zero velocity.
Angular: angularVelocity (deg/sec), angularAcceleration, angularDrag, maxAngular (default 1000), allowRotation (default true).
StaticBody)A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.
this.physics.add.staticSprite(), this.physics.add.staticImage(), or this.physics.add.staticGroup().body.reset() or gameObject.refreshBody() to sync.collisionCategory and collisionMask like dynamic bodies.// Add a physics body to any existing Game Object
this.physics.add.existing(mySprite); // dynamic body
this.physics.add.existing(mySprite, true); // static body
// Or enable via the world directly
this.physics.world.enable(mySprite); // dynamic
this.physics.world.enable(mySprite, Phaser.Physics.Arcade.STATIC_BODY);
// Via the physics factory (this.physics.add)
const player = this.physics.add.sprite(100, 200, 'player'); // dynamic body
const coin = this.physics.add.image(300, 100, 'coin'); // dynamic body
const wall = this.physics.add.staticImage(400, 300, 'wall'); // static body
const platform = this.physics.add.staticSprite(400, 500, 'plat'); // static body
// Standalone bodies (no Game Object)
const sensor = this.physics.add.body(200, 200, 32, 32); // dynamic Body
const zone = this.physics.add.staticBody(100, 100, 64, 64); // static Body
// Direct velocity
player.setVelocity(200, -300); // x=200 px/s, y=-300 px/s (upward)
player.setVelocityX(200);
player.body.velocity.set(200, -300); // equivalent via Vector2
// Acceleration + max velocity
player.setAcceleration(100, 0);
player.setMaxVelocity(300, 600);
// Per-body gravity (added to world gravity)
player.body.gravity.y = 200;
player.body.allowGravity = false; // exempt from world gravity
// Drag (applied only when acceleration is zero)
player.setDrag(300); // linear deceleration
player.body.useDamping = true;
player.setDrag(0.05); // damping mode: keeps 5% velocity/sec
// Bounce
player.setBounce(0.5); // both axes
player.setBounceY(1); // full vertical bounce
Two approaches: persistent Colliders (checked every frame automatically) or one-shot checks (called in update()).
// --- Persistent Colliders (preferred) ---
// Created via this.physics.add.collider / this.physics.add.overlap
// Automatically checked every physics step
const collider = this.physics.add.collider(player, platforms);
const overlap = this.physics.add.overlap(player, coins, collectCoin, null, this);
function collectCoin (player, coin) {
coin.disableBody(true, true); // disable physics and hide
}
// Collider management
collider.active = false; // temporarily disable
collider.destroy(); // remove permanently
// With processCallback (must return boolean to allow collision)
this.physics.add.collider(player, enemies, onHit, canCollide, this);
function canCollide (player, enemy) {
return !player.getData('invincible');
}
// --- One-shot checks (in update) ---
// Called manually each frame; no Collider object created
this.physics.collide(player, platforms);
this.physics.overlap(player, coins, collectCoin, null, this);
// Self-collision within a single group
this.physics.add.collider(enemies, enemies);
// Dynamic physics group -- members get dynamic bodies automatically
const bullets = this.physics.add.group({
classType: Phaser.Physics.Arcade.Sprite, // default: ArcadeSprite
maxSize: 20,
collideWorldBounds: true,
bounceX: 1,
bounceY: 1,
velocityX: 200,
velocityY: 0,
allowGravity: false,
immovable: false
});
// Static physics group -- members get static bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');
platforms.create(600, 400, 'ground');
// After modifying a static group member's transform, refresh:
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Group velocity helpers
bullets.setVelocity(200, 0); // all members
bullets.setVelocityX(200);
bullets.setVelocityY(0, 10); // with step increment per member
PhysicsGroup config keys (applied as defaults to new members): collideWorldBounds, bounceX/Y, accelerationX/Y, dragX/Y, gravityX/Y, frictionX/Y, velocityX/Y, angularVelocity, angularAcceleration, angularDrag, maxVelocityX/Y, maxSpeed, mass, immovable, allowDrag, allowGravity, allowRotation, useDamping, enable.
// Set bounds size and which edges collide (left, right, up, down)
this.physics.world.setBounds(0, 0, 1600, 1200, true, true, false, true);
this.physics.world.setBoundsCollision(true, true, false, true); // edges only
// Per-body world bounds
player.setCollideWorldBounds(true);
player.body.setBoundsRectangle(new Phaser.Geom.Rectangle(100, 100, 600, 400));
player.body.worldBounce = new Phaser.Math.Vector2(0.5, 0.5);
// Detect world bounds hit via event (requires opt-in)
player.body.onWorldBounds = true;
this.physics.world.on('worldbounds', (body, up, down, left, right) => {
console.log('Hit edge:', { up, down, left, right });
});
// Size and shape
player.body.setSize(24, 32, true); // width, height, re-center on GO
player.body.setOffset(4, 0); // offset from GO position
player.body.setCircle(16); // circular body, radius 16
player.body.setCircle(16, 4, 4); // circular with offset
// Collision behavior
player.body.setImmovable(true); // not moved by collisions
player.body.setPushable(false); // reflects velocity to collider
player.body.slideFactor.set(0, 0); // Sokoban-style: stops after push
player.body.setMass(2); // affects momentum exchange
// Enable / disable
player.disableBody(true, true); // disable body + hide Game Object
player.enableBody(true, x, y, true, true); // re-enable at position + show
// Per-direction collision check
player.body.checkCollision.up = false; // don't collide from above
player.body.syncBounds = true; // auto-sync size to texture
Collision categories let you filter which bodies can collide with each other using bitmask values. Maximum 32 categories.
// Get unique category values from the physics plugin
const CAT_PLAYER = this.physics.nextCategory(); // 0x0002
const CAT_ENEMY = this.physics.nextCategory(); // 0x0004
const CAT_BULLET = this.physics.nextCategory(); // 0x0008
// Assign categories to bodies or groups
player.setCollisionCategory(CAT_PLAYER);
enemy.setCollisionCategory(CAT_ENEMY);
bullet.setCollisionCategory(CAT_BULLET);
// Set what each body collides with
player.setCollidesWith([CAT_ENEMY]); // player hits enemies only
enemy.setCollidesWith([CAT_PLAYER, CAT_BULLET]); // enemies hit player + bullets
bullet.setCollidesWith([CAT_ENEMY]); // bullets hit enemies only
// Add/remove individual categories from existing mask
player.addCollidesWith(CAT_BULLET);
player.removeCollidesWith(CAT_ENEMY);
// Check if a body will collide with a category
player.willCollideWith(CAT_ENEMY); // returns boolean
// Reset to default (collides with everything)
player.resetCollisionCategory();
// Works on Groups too
enemies.setCollisionCategory(CAT_ENEMY);
enemies.setCollidesWith([CAT_PLAYER, CAT_BULLET]);
Default: all bodies have category 0x0001 and collisionMask 1. Everything still collides with everything because (1 & 1) !== 0. PhysicsGroup defaults to mask 2147483647 (all bits). Call resetCollisionCategory() to set the mask to all bits after changing categories.
ArcadeWorldConfig -- passed via physics.arcade in GameConfig or SceneConfig:
| Property | Default | Description |
|---|---|---|
fps | 60 | Physics steps per second |
fixedStep | true | Use fixed timestep vs render sync |
timeScale | 1 | Simulation speed multiplier |
gravity | { x: 0, y: 0 } | World gravity in px/sec |
x, y | 0 | World bounds origin |
width, height | game size | World bounds dimensions |
checkCollision | all true | { up, down, left, right } edge collision |
overlapBias | 4 | Overlap threshold for separation |
tileBias | 16 | Tile overlap threshold |
forceX | false | Separate horizontally first |
isPaused | false | Start simulation paused |
debug | false | Enable debug rendering |
debugShowBody / debugShowStaticBody / debugShowVelocity | true | Debug display toggles |
debugBodyColor / debugStaticBodyColor / debugVelocityColor | 0xff00ff / 0x0000ff / 0x00ff00 | Debug colors |
maxEntries | 16 | RTree items per node |
useTree | true | Use RTree for dynamic bodies |
customUpdate | false | If true, call world.update() yourself |
Scene-level config overrides game-level config (merged).
All events are emitted on this.physics.world:
| Event | String | Condition | Callback Args |
|---|---|---|---|
COLLIDE | 'collide' | Two bodies collide and at least one has onCollide = true | (gameObject1, gameObject2, body1, body2) |
OVERLAP | 'overlap' | Two bodies overlap and at least one has onOverlap = true | (gameObject1, gameObject2, body1, body2) |
WORLD_BOUNDS | 'worldbounds' | Body hits world edge and has onWorldBounds = true | (body, up, down, left, right) |
TILE_COLLIDE | 'tilecollide' | Body collides with a tile | (gameObject, tile, body) |
TILE_OVERLAP | 'tileoverlap' | Body overlaps a tile | (gameObject, tile, body) |
WORLD_STEP | 'worldstep' | After each physics step | (delta) |
PAUSE | 'pause' | World paused | none |
RESUME | 'resume' | World resumed | none |
Events require opt-in per body: set body.onCollide, body.onOverlap, or body.onWorldBounds to true.
this.physics)| Method | Description |
|---|---|
this.physics.add.sprite(x, y, key, frame) | Create sprite with dynamic body |
this.physics.add.image(x, y, key, frame) | Create image with dynamic body |
this.physics.add.staticSprite(x, y, key, frame) | Sprite with static body |
this.physics.add.staticImage(x, y, key, frame) | Image with static body |
this.physics.add.group(config) | Dynamic physics group |
this.physics.add.staticGroup(config) | Static physics group |
this.physics.add.existing(go, isStatic?) | Add body to existing Game Object |
this.physics.add.body(x, y, w?, h?) | Standalone dynamic Body (no GO) |
this.physics.add.staticBody(x, y, w?, h?) | Standalone static Body (no GO) |
this.physics.add.collider(a, b, cb?, proc?, ctx?) | Persistent collider |
this.physics.add.overlap(a, b, cb?, proc?, ctx?) | Persistent overlap |
this.physics.collide(a, b, cb?, proc?, ctx?) | One-shot collision check |
this.physics.overlap(a, b, cb?, proc?, ctx?) | One-shot overlap check |
this.physics.nextCategory() | Next collision category bitmask |
this.physics.pause() / resume() | Pause/resume simulation |
this.physics.accelerateTo(go, x, y, spd?, maxX?, maxY?) | Accelerate toward point |
this.physics.moveTo(go, x, y, spd?, maxTime?) | Move toward point at speed |
this.physics.velocityFromAngle(angle, speed?, vec2?) | Angle (deg) to velocity |
this.physics.velocityFromRotation(rot, speed?, vec2?) | Rotation (rad) to velocity |
this.physics.closest(source, targets?) | Find nearest body |
this.physics.furthest(source, targets?) | Find farthest body |
this.physics.overlapRect(x, y, w, h, dyn?, static?) | Query bodies in rectangle |
this.physics.overlapCirc(x, y, r, dyn?, static?) | Query bodies in circle |
Also: accelerateToObject, moveToObject, collideTiles, overlapTiles, enableUpdate, disableUpdate.
this.physics.world)| Method | Description |
|---|---|
setBounds(x, y, w, h, left?, right?, up?, down?) | Set boundary + edge checks |
setBoundsCollision(left?, right?, up?, down?) | Set which edges collide |
setFPS(framerate) | Change physics step rate |
enable(object, bodyType?) | Enable physics on object/group/array |
disable(object) | Disable physics on object/group/array |
add(body) / remove(body) | Add/remove Body from simulation |
addCollider / addOverlap | Create Collider (same args as factory) |
removeCollider(collider) | Remove Collider |
pause() / resume() | Pause/resume simulation |
createDebugGraphic() | Create debug rendering graphic |
| Method | Description |
|---|---|
setVelocity(x, y) / setVelocityX / setVelocityY | Set velocity |
setAcceleration(x, y) / setAccelerationX / Y | Set acceleration |
setMaxVelocity(x, y) / setMaxSpeed(speed) | Velocity caps |
setBounce(x, y) / setDrag(x, y) | Bounce and drag |
setDamping(bool) | Enable damping mode |
setFriction(x, y) / setGravity(x, y) | Friction and per-body gravity |
setMass(val) / setImmovable(bool) / setPushable(bool) | Mass and collision behavior |
setSize(w, h, center?) / setOffset(x, y) | Resize/offset body |
setCircle(radius, offX?, offY?) | Switch to circular body |
setCollideWorldBounds(val, bX?, bY?) | World bounds collision |
setBoundsRectangle(rect) | Custom bounds rectangle |
setAllowGravity / setAllowDrag / setAllowRotation | Toggle physics features |
setEnable(val) | Enable/disable body |
setCollisionCategory / setCollidesWith / addCollidesWith / removeCollidesWith | Category filtering |
resetCollisionCategory() | Reset to default (all) |
reset(x, y) / stop() | Reset position or zero velocity |
debug: true in production -- Debug rendering is expensive. Always disable for release builds.
Static body transform changes -- After changing position, scale, or origin of a static body's Game Object, you must call body.reset() or gameObject.refreshBody(). Static bodies do not auto-sync.
collide vs overlap -- collide performs separation (pushes bodies apart). overlap only detects intersection without moving anything. Use overlap for triggers like pickups.
Persistent Collider vs one-shot -- this.physics.add.collider() creates a Collider checked every frame automatically. this.physics.collide() is a one-shot check that must be called each frame in update(). Prefer persistent Colliders.
Events require opt-in -- World events ('collide', 'overlap', 'worldbounds') only fire if the relevant body property (onCollide, onOverlap, onWorldBounds) is set to true.
Collision categories default -- By default all bodies have category 0x0001 and mask 1 (PhysicsGroup defaults to mask 2147483647). Call this.physics.nextCategory() to get new category values; max 32 categories total. After changing categories, use resetCollisionCategory() to set the mask to all bits.
Group defaults only apply at creation -- PhysicsGroup defaults (like velocityX, bounceY) are applied when a member is added/created. Changing defaults later does not retroactively update existing members.
customUpdate config -- Setting customUpdate: true in the arcade config stops the world from auto-updating on the Scene UPDATE event. You must call this.physics.world.update(time, delta) manually.
useDamping drag values -- When useDamping is true, drag values should be small (e.g., 0.05) as they act as a multiplier. A value of 0.05 means the body keeps 5% of its velocity per second.
Immovable vs pushable -- immovable = true means the body is never moved by collisions at all. pushable = false means the body reflects velocity back to the colliding body but can still be separated.
Overlap with TilemapLayer -- When using overlapOnly with a TilemapLayer, every tile is checked regardless of collision settings on individual tiles.
RTree threshold -- The RTree spatial index (enabled by default) becomes expensive to rebuild with very large numbers of dynamic bodies. Consider setting useTree: false for 5000+ dynamic bodies.
| File | Purpose |
|---|---|
src/physics/arcade/ArcadePhysics.js | Scene plugin (this.physics) -- collide, overlap, moveTo, accelerateTo, nextCategory |
src/physics/arcade/World.js | Physics world -- bodies, gravity, bounds, colliders, step loop, setBounds, addCollider |
src/physics/arcade/Body.js | Dynamic body -- velocity, acceleration, bounce, drag, gravity, mass, immovable, pushable |
src/physics/arcade/StaticBody.js | Static body -- immovable, no velocity, optimized RTree lookup |
src/physics/arcade/Factory.js | this.physics.add -- sprite, image, group, staticGroup, body, existing, collider, overlap |
src/physics/arcade/Collider.js | Collider object -- persistent collision/overlap check with callbacks |
src/physics/arcade/PhysicsGroup.js | Dynamic physics group with per-member defaults |
src/physics/arcade/StaticPhysicsGroup.js | Static physics group with auto-refresh |
src/physics/arcade/components/index.js | Body component mixins -- Acceleration, Angular, Bounce, Collision, Debug, Drag, Enable, Friction, Gravity, Immovable, Mass, Pushable, Size, Velocity |
src/physics/arcade/components/Collision.js | Collision category/mask methods -- setCollisionCategory, setCollidesWith, addCollidesWith, removeCollidesWith |
src/physics/arcade/events/ | Event constants -- COLLIDE, OVERLAP, WORLD_BOUNDS, TILE_COLLIDE, TILE_OVERLAP, WORLD_STEP, PAUSE, RESUME |
src/physics/arcade/typedefs/ArcadeWorldConfig.js | TypeDef for arcade physics config options |
Alternatives
coreyhaines31/marketingskills
When the user wants to plan, design, or implement an A/B test or experiment, or build a growth experimentation program. Also use when the user mentions "A/B test," "split test," "experiment," "test this change," "variant copy," "multivariate test," "hypothesis," "should I test this," "which version is better," "test two versions," "statistical significance," "how long should I run this test," "growth experiments," "experiment velocity," "experiment backlog," "ICE score," "experimentation program
alirezarezvani/claude-skills
App Store Optimization (ASO) toolkit for researching keywords, analyzing competitor rankings, generating metadata suggestions, and improving app visibility on Apple App Store and Google Play Store. Use when the user asks about ASO, app store rankings, app metadata, app titles and descriptions, app store listings, app visibility, or mobile app marketing on iOS or Android. Supports keyword research and scoring, competitor keyword analysis, metadata optimization, A/B test planning, launch checklist
dotnet/skills
Migrates .NET test projects from VSTest to Microsoft.Testing.Platform (MTP). Use when user asks to "migrate to MTP", "switch from VSTest", "enable Microsoft.Testing.Platform", "use MTP runner", set OutputType=Exe only for test projects in Directory.Build.props, or mentions EnableMSTestRunner, EnableNUnitRunner, or UseMicrosoftTestingPlatformRunner. USE FOR: MTP behavioral differences vs VSTest (exit code 8, zero tests discovered, --ignore-exit-code, TESTINGPLATFORM_EXITCODE_IGNORE); centralizing
JasonColapietro/suede-creator-skills
Suede-owned experimentation discipline for hypotheses, sample sizing, test duration, significance, and repeatable experiment programs. Use when comparing variants, deciding whether a result is reliable, or building an experiment backlog and cadence. NOT FOR: analytics instrumentation (use suede-analytics), post-click conversion diagnosis (use suede-site-alchemy), or writing the variant copy itself (use suede-copy).