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Skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics
phaser-arcade-physics logo

phaser-arcade-physics

gamedev-skills/awesome-gamedev-agent-skills
852 installs462 stars
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Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics

Summary

>

SKILL.md

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 calls

this.physics.add.*, body.setVelocity, or this.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

  1. Enable the world. Set `physics: { default: 'arcade', arcade: { gravity:

{...}, debug: true } } in the game or scene config. Turn debug` on while building to see body outlines and velocity vectors.

  1. Give a sprite a body. Create it with this.physics.add.sprite(...) (dynamic)

or this.physics.add.staticImage(...) (static), or attach to an existing object with this.physics.add.existing(obj).

  1. Drive it through the body, not by setting x/y. Use setVelocity,

setAcceleration, gravity, setBounce, and setCollideWorldBounds. The engine integrates position from velocity each step (already frame-rate independent).

  1. 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.

  1. Group many objects. Use this.physics.add.group() (dynamic) or

staticGroup() (platforms) so one collider call handles all members.

  1. Check ground contact with body.onFloor() / body.blocked.down before

jumping. Run with debug: true and 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.sprite instead of

this.physics.add.sprite (or this.physics.add.existing(obj)), so it has no body.

  • Setting sprite.x directly fights the engine → move dynamic bodies with

setVelocity/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 set

body.setImmovable(true) on a dynamic platform.

  • onFloor() is always false → the body needs something to collide with; add the

collider against 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() (or refreshBody() on the game object).

  • Collider added every frame → register collider/overlap once in create,

not in update.

References

  • For body anatomy and tuning (drag, bounce, max velocity, custom setSize/

setCircle/setOffset hitboxes, collision categories/masks, and worldbounds events), read references/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.

Score

0–100
55/ 100

Grade

C

Popularity15/30

852 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Phaser Arcade Physics skill score badge previewScore badge

Markdown

[![Phaser Arcade Physics skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics/badges/score.svg" alt="Phaser Arcade Physics skill"/></a>

Phaser Arcade Physics FAQ

How do I install the Phaser Arcade Physics skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Phaser Arcade Physics skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Phaser Arcade Physics skill free?

Yes. Phaser Arcade Physics is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Phaser Arcade Physics work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Phaser Arcade Physics works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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