phaser-arcade-physics
Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
How do I install this agent skill?
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physicsIs this agent skill safe to install?
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This skill provides legitimate documentation and code examples for implementing Arcade Physics in Phaser 3 games. No security risks, obfuscation, or malicious patterns were identified.
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Risk: LOW · No issues
What does this agent skill do?
Phaser 4 Arcade Physics
Add movement and collision to a Phaser game with the lightweight Arcade Physics engine (AABB rectangles and circles only). Targets Phaser 4.2 for new projects; inspect the installed major before editing an existing project.
When to use
- Use for top-down or platformer movement, velocity/acceleration/gravity, bouncing, world bounds, and collision/overlap resolution between sprites, groups, and tiles.
- Use when the scene enables
physics: { default: 'arcade' }and code callsthis.physics.add.*,body.setVelocity, orthis.physics.add.collider.
When not to use: the Game config, scene structure, asset loading, or
cameras → use phaser-core. Hinges, springs, complex polygons, or stacking
rigid bodies → use Matter physics (a different engine; Arcade and Matter bodies
do not interact). For engine-agnostic feel tuning see physics-tuning.
Core workflow
- Enable the world. Set
physics: { default: 'arcade', arcade: { gravity: {...}, debug: true } }in the game or scene config. Turndebugon while building to see body outlines and velocity vectors. - Give a sprite a body. Create it with
this.physics.add.sprite(...)(dynamic) orthis.physics.add.staticImage(...)(static), or attach to an existing object withthis.physics.add.existing(obj). - Drive it through the body, not by setting
x/y. UsesetVelocity,setAcceleration, gravity,setBounce, andsetCollideWorldBounds. The engine integrates position from velocity each step (already frame-rate independent). - Resolve interactions.
this.physics.add.collider(a, b)separates bodies;this.physics.add.overlap(a, b, cb)detects without separating (pickups, triggers). Pass a callback to react. - Group many objects. Use
this.physics.add.group()(dynamic) orstaticGroup()(platforms) so one collider call handles all members. - Check ground contact with
body.onFloor()/body.blocked.downbefore jumping. Run withdebug: trueand confirm bodies, contacts, and bounds.
Patterns
1. Enable Arcade Physics (game config)
const config = {
type: Phaser.AUTO,
width: 800, height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { x: 0, y: 600 }, // top-down? use { x: 0, y: 0 }
debug: false // true to draw bodies + velocity while building
}
},
scene: [PlayScene]
};
new Phaser.Game(config);
2. Top-down movement (velocity from input)
create() {
this.player = this.physics.add.sprite(400, 300, 'player');
this.player.setCollideWorldBounds(true);
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
const speed = 220;
const body = this.player.body;
body.setVelocity(0); // reset each frame
if (this.cursors.left.isDown) body.setVelocityX(-speed);
if (this.cursors.right.isDown) body.setVelocityX(speed);
if (this.cursors.up.isDown) body.setVelocityY(-speed);
if (this.cursors.down.isDown) body.setVelocityY(speed);
body.velocity.normalize().scale(speed); // keep diagonals same speed
}
3. Platformer jump (gravity + ground check)
create() {
this.player = this.physics.add.sprite(100, 450, 'player');
this.player.setCollideWorldBounds(true);
// Static platforms: one body each, never moved by collisions.
this.platforms = this.physics.add.staticGroup();
this.platforms.create(400, 568, 'ground');
this.physics.add.collider(this.player, this.platforms);
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
const onGround = this.player.body.blocked.down; // or this.player.body.onFloor()
if (this.cursors.left.isDown) this.player.setVelocityX(-160);
else if (this.cursors.right.isDown) this.player.setVelocityX(160);
else this.player.setVelocityX(0);
if (this.cursors.up.isDown && onGround) this.player.setVelocityY(-450);
}
4. Colliders vs overlaps (separate vs detect)
// Push apart and react: player vs enemies.
this.physics.add.collider(this.player, this.enemies, (player, enemy) => {
this.handleHit(player, enemy);
});
// Detect without pushing: collect coins. The 4th arg is an optional
// process callback returning a boolean to filter pairs before the main callback.
this.physics.add.overlap(this.player, this.coins, (player, coin) => {
coin.disableBody(true, true); // deactivate + hide
this.registry.inc('score', 10);
});
5. A group of moving objects
this.bullets = this.physics.add.group({
defaultKey: 'bullet',
maxSize: 30 // pool size; reuse instead of allocating
});
fire(x, y) {
const bullet = this.bullets.get(x, y); // reuses a dead bullet if available
if (!bullet) return;
bullet.enableBody(true, x, y, true, true);
bullet.setVelocityY(-500);
}
Pitfalls
- Sprite ignores physics → it was added with
this.add.spriteinstead ofthis.physics.add.sprite(orthis.physics.add.existing(obj)), so it has no body. - Setting
sprite.xdirectly fights the engine → move dynamic bodies withsetVelocity/setAcceleration. Direct position writes can tunnel through colliders. - Diagonal movement is faster → independent X and Y velocities add up; normalise the velocity vector and rescale to the intended speed.
- Platforms get pushed by the player → use a
staticGroup, or setbody.setImmovable(true)on a dynamic platform. onFloor()is always false → the body needs something to collide with; add thecollideragainst the ground/platforms before checking, and ensure gravity is on.- Moved a static body but collisions are stale → static bodies don't auto-sync;
call
body.updateFromGameObject()(orrefreshBody()on the game object). - Collider added every frame → register
collider/overlaponce increate, not inupdate.
References
- For body anatomy and tuning (drag, bounce, max velocity, custom
setSize/setCircle/setOffsethitboxes, collision categories/masks, andworldboundsevents), readreferences/bodies-and-collision.md.
Related skills
phaser-core— game config, scenes, loader, cameras (the prerequisite setup).physics-tuning— engine-agnostic feel (fixed timestep, tunneling, jitter).platformer/tower-defense— genres that compose this skill.level-design— laying out tile/platform geometry these bodies collide with.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics">View phaser-arcade-physics on skillZs</a>