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Audit score 90

phaser-arcade-physics

gamedev-skills/awesome-gamedev-agent-skills

Add movement and collision to Phaser games with the lightweight Arcade Physics engine.

What is phaser-arcade-physics?

Phaser 4 Arcade Physics enables sprite movement, velocity, gravity, and collision detection using AABB rectangles and circles. Use it when building platformers, top-down games, or any Phaser scene that needs physics-driven motion and collision resolution between sprites, groups, and world bounds.

  • Enable Arcade Physics in game or scene config with gravity and debug visualization
  • Attach physics bodies to sprites and control movement via velocity, acceleration, and gravity
  • Resolve collisions with colliders (separation) and overlaps (detection-only) between sprites and groups
  • Check ground contact and implement jumping with onFloor() and blocked.down
  • Pool and reuse dynamic objects like bullets with physics groups
  • Set world bounds, bouncing, and immovable platforms for level geometry

How to install phaser-arcade-physics

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics
Prerequisites
  • Phaser 4.2 installed and a game instance with a scene
  • Basic understanding of Phaser scenes and sprite creation (see phaser-core skill)
Claude Code
Cursor
Windsurf
Cline

How to use phaser-arcade-physics

  1. 1.Enable Arcade Physics in your game config by setting physics: { default: 'arcade', arcade: { gravity: {...}, debug: true } }
  2. 2.Create physics-enabled sprites with this.physics.add.sprite() or attach bodies to existing objects with this.physics.add.existing()
  3. 3.Drive movement using body.setVelocity(), setAcceleration(), and gravity instead of directly setting x/y coordinates
  4. 4.Add colliders with this.physics.add.collider() to separate bodies and overlaps with this.physics.add.overlap() for detection-only interactions
  5. 5.Check ground contact with body.onFloor() or body.blocked.down before allowing jumps in platformers
  6. 6.Use physics groups (this.physics.add.group()) to handle collisions with many objects at once

Use cases

Good for
  • Build a platformer with gravity-driven jumping and ground detection
  • Create a top-down shooter with velocity-based player movement and bullet physics
  • Implement collectible pickups using overlap detection without pushing the player
  • Design a level with static platforms that collide with the player but don't move
  • Handle enemy knockback and collision reactions with collider callbacks
Who it's for
  • Game developers building 2D games in Phaser 4
  • Platformer and top-down game designers
  • Developers new to physics engines who need a lightweight, AABB-based solution

phaser-arcade-physics FAQ

When should I use Arcade Physics vs Matter Physics?

Use Arcade Physics for simple 2D games with rectangular and circular bodies; it's lightweight and fast. Use Matter Physics for complex rigid-body simulations with polygons, hinges, and stacking. The two engines do not interact.

Why does my sprite ignore physics commands?

The sprite was likely created with this.add.sprite() instead of this.physics.add.sprite(). Physics bodies only exist on sprites created through the physics system or added with this.physics.add.existing().

How do I prevent diagonal movement from being faster?

After setting independent X and Y velocities, normalize the velocity vector and rescale it: body.velocity.normalize().scale(speed).

Why is onFloor() always returning false?

The body needs an active collider against the ground or platforms to detect contact. Ensure you've called this.physics.add.collider() before checking onFloor(), and that gravity is enabled.

Should I add colliders and overlaps in create() or update()?

Add them once in create(). Adding them every frame in update() wastes performance and can cause unexpected behavior.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: phaser-arcade-physics description: > 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.

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.
  2. 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).
  3. 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).
  4. 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.
  5. Group many objects. Use this.physics.add.group() (dynamic) or staticGroup() (platforms) so one collider call handles all members.
  6. 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.