/physics-arcade
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,
Claude Code
$ npx -y skills add phaserjs/phaser --skill physics-arcade --agent claude-code
Codex
$ npx skills add phaserjs/phaser --skill physics-arcade -a codex -y
Cursor
$ npx skills add phaserjs/phaser --skill physics-arcade -a cursor -y
Gemini CLI
$ npx skills add phaserjs/phaser --skill physics-arcade -a gemini-cli -y
GitHub Copilot
$ npx skills add phaserjs/phaser --skill physics-arcade -a github-copilot -y
OpenCode
$ npx skills add phaserjs/phaser --skill physics-arcade -a opencode -y
Windsurf
$ npx skills add phaserjs/phaser --skill physics-arcade -a windsurf -y
SKILL.md
physics-arcade.SKILL.mdname: physics-arcade
description: "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."
Arcade Physics
> 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
Quick Start
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);Core Concepts
World (`this.physics.world`)
The `Phaser.Physics.Arcade.World` manages all bodies in the simulation. Accessed via `this.physics.world` in a Scene.
- **gravity** -- `Vector2` applied to all dynamic bodies each step. Set via config or `this.physics.world.gravity.y = 300`.
- **bounds** -- `Rectangle` defining the world boundary. Defaults to game canvas size.
- **bodies** -- `Set` of all dynamic `Body` instances.
- **staticBodies** -- `Set` of all `StaticBody` instances.
- **colliders** -- `ProcessQueue` of registered `Collider` objects (from `this.physics.add.collider` / `this.physics.add.overlap`).
- **fps** -- Physics steps per second (default 60). Read-only; change via `world.setFPS(120)`.
- **fixedStep** -- `true` (default) uses fixed timestep; `false` syncs to render fps.
- **timeScale** -- Scaling factor: 1.0 = normal, 2.0 = half speed, 0.5 = double speed.
- **isPaused** -- When true, no bodies update and no colliders run. Toggle via `world.pause()` / `world.resume()`.
- **useTree** -- `true` (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.
- **drawDebug** -- Enables debug rendering when `true`. Set via config `debug: true`.
Bodies (`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`):
- **velocity** -- `Vector2`, pixels/sec
- **acceleration** -- `Vector2`, pixels/sec^2
- **drag** -- `Vector2`, deceleration (applied only when acceleration is zero)
- **gravity** -- `Vector2`, per-body gravity added to world gravity
- **bounce** -- `Vector2`, rebound factor relative to 1
- **friction** -- `Vector2`, default `(1, 0)` -- velocity imparted by immovable body to riding body
- **maxVelocity** -- `Vector2`, default `(10000, 10000)` | **maxSpeed** -- scalar cap, default `-1` (none)
- **mass** -- default `1`, affects collision momentum exchange
- **immovable** -- `false`; if `true`, never moved by collisions
- **pushable** -- `true`; if `false`, reflects velocity to colliding body
- **moves** -- `true`; if `false`, position/rotation not updated by physics
- **enable** -- `true`; `false` removes from simulation
- **useDamping** -- `false`; when `true`, drag is a multiplier (0-1) instead of linear
- **collideWorldBounds** -- `false`; **onWorldBounds/onCollide/onOverlap** -- `false`, set `true` to emit events
Shape: **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).
Static Bodies (`StaticBody`)
A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.
- Created via `this.physics.add.staticSprite()`, `this.physics.add.staticImage()`, or `this.physics.add.staticGroup()`.
- After changing the parent Game Object's position or scale, call `body.reset()` or `gameObject.refreshBody()` to sync.
- Has `collisionCategory` and `collisionMask` like dynamic bodies.
- Does not have velocity, acceleration, drag, or gravity properties.
Common Patterns
Enabling Physics on Existing Game Objects
// 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.ena
Read more
name: physics-arcade description: "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."
Arcade Physics
> 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
Quick Start
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);Core Concepts
World (`this.physics.world`)
The `Phaser.Physics.Arcade.World` manages all bodies in the simulation. Accessed via `this.physics.world` in a Scene.
- **gravity** -- `Vector2` applied to all dynamic bodies each step. Set via config or `this.physics.world.gravity.y = 300`.
- **bounds** -- `Rectangle` defining the world boundary. Defaults to game canvas size.
- **bodies** -- `Set` of all dynamic `Body` instances.
- **staticBodies** -- `Set` of all `StaticBody` instances.
- **colliders** -- `ProcessQueue` of registered `Collider` objects (from `this.physics.add.collider` / `this.physics.add.overlap`).
- **fps** -- Physics steps per second (default 60). Read-only; change via `world.setFPS(120)`.
- **fixedStep** -- `true` (default) uses fixed timestep; `false` syncs to render fps.
- **timeScale** -- Scaling factor: 1.0 = normal, 2.0 = half speed, 0.5 = double speed.
- **isPaused** -- When true, no bodies update and no colliders run. Toggle via `world.pause()` / `world.resume()`.
- **useTree** -- `true` (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.
- **drawDebug** -- Enables debug rendering when `true`. Set via config `debug: true`.
Bodies (`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`):
- **velocity** -- `Vector2`, pixels/sec
- **acceleration** -- `Vector2`, pixels/sec^2
- **drag** -- `Vector2`, deceleration (applied only when acceleration is zero)
- **gravity** -- `Vector2`, per-body gravity added to world gravity
- **bounce** -- `Vector2`, rebound factor relative to 1
- **friction** -- `Vector2`, default `(1, 0)` -- velocity imparted by immovable body to riding body
- **maxVelocity** -- `Vector2`, default `(10000, 10000)` | **maxSpeed** -- scalar cap, default `-1` (none)
- **mass** -- default `1`, affects collision momentum exchange
- **immovable** -- `false`; if `true`, never moved by collisions
- **pushable** -- `true`; if `false`, reflects velocity to colliding body
- **moves** -- `true`; if `false`, position/rotation not updated by physics
- **enable** -- `true`; `false` removes from simulation
- **useDamping** -- `false`; when `true`, drag is a multiplier (0-1) instead of linear
- **collideWorldBounds** -- `false`; **onWorldBounds/onCollide/onOverlap** -- `false`, set `true` to emit events
Shape: **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).
Static Bodies (`StaticBody`)
A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.
- Created via `this.physics.add.staticSprite()`, `this.physics.add.staticImage()`, or `this.physics.add.staticGroup()`.
- After changing the parent Game Object's position or scale, call `body.reset()` or `gameObject.refreshBody()` to sync.
- Has `collisionCategory` and `collisionMask` like dynamic bodies.
- Does not have velocity, acceleration, drag, or gravity properties.
Common Patterns
Enabling Physics on Existing Game Objects
// 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.ena
Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.
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Questions about physics-arcade.
- Which coding agents can use physics-arcade?
- physics-arcade installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.

