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
- 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.
- 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).
- Drive it through the body, not by setting
x/y. UsesetVelocity,
setAcceleration, gravity, setBounce, and setCollideWorldBounds. 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) or
staticGroup() (platforms) so one collider call handles all members.
- Check ground contact with
body.onFloor()/body.blocked.downbefore
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.spriteinstead of
this.physics.add.sprite (or this.physics.add.existing(obj)), so it has no body.
- Setting
sprite.xdirectly 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/overlaponce increate,
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.











