actions-and-utilities
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid…
Use this skill when using Matter.js physics in Phaser 4. Covers rigid bodies, constraints, composite bodies, sensors, collision filtering, world configuration, and advanced physics shapes. Triggers on: Matter, matter physics, constraint, joint, rigid body, sensor.
$ npx -y skills add phaserjs/phaser --skill physics-matter --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/physics-matterContext preview
The summary Claude sees to decide when to auto-load this skill.
Use this skill when using Matter.js physics in Phaser 4. Covers rigid bodies, constraints, composite bodies, sensors, collision filtering, world configuration, and advanced physics shapes. Triggers on: Matter, matter physics, constraint, joint, rigid body, sensor.
name: physics-matter description: "Use this skill when using Matter.js physics in Phaser 4. Covers rigid bodies, constraints, composite bodies, sensors, collision filtering, world configuration, and advanced physics shapes. Triggers on: Matter, matter physics, constraint, joint, rigid body, sensor."
> Setting up and using Matter.js physics in Phaser 4 -- full-body physics with rigid bodies, compound bodies, constraints, composites, sensors, collision filtering, pointer dragging, tilemap integration, and debug rendering.
**Key source paths:** `src/physics/matter-js/MatterPhysics.js`, `src/physics/matter-js/World.js`, `src/physics/matter-js/Factory.js`, `src/physics/matter-js/MatterSprite.js`, `src/physics/matter-js/MatterImage.js`, `src/physics/matter-js/MatterGameObject.js`, `src/physics/matter-js/PointerConstraint.js`, `src/physics/matter-js/MatterTileBody.js`, `src/physics/matter-js/components/`, `src/physics/matter-js/events/`, `src/physics/matter-js/typedefs/` **Related skills:** ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../physics-arcade/SKILL.md, ../tilemaps/SKILL.md
class GameScene extends Phaser.Scene {
create() {
// Matter sprite (dynamic, has animation support)
this.player = this.matter.add.sprite(400, 200, 'player');
this.player.setBounce(0.5);
this.player.setFriction(0.05);
// Matter image (dynamic, no animation)
const box = this.matter.add.image(300, 100, 'crate');
// Static body from raw shape
this.matter.add.rectangle(400, 580, 800, 40, { isStatic: true });
// Enable pointer dragging on all bodies
this.matter.add.mouseSpring();
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
if (this.cursors.left.isDown) {
this.player.setVelocityX(-5);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(5);
}
if (this.cursors.up.isDown && this.player.body.velocity.y > -0.1) {
this.player.setVelocityY(-10);
}
}
}
// Enable Matter physics in game config
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'matter',
matter: {
gravity: { y: 1 },
enableSleeping: true,
debug: true,
setBounds: true // walls around canvas edges
}
},
scene: GameScene
};
const game = new Phaser.Game(config);The `MatterPhysics` class is the scene-level plugin. Key properties:
Passed under `physics.matter` in game or scene config:
| Property | Default | Purpose | |---|---|---| | `gravity` | `{ x: 0, y: 1 }` | Gravity vector. Set `false` to disable | | `setBounds` | `false` | `true` or `{ x, y, width, height, thickness, left, right, top, bottom }` | | `enableSleeping` | `false` | Allow bodies to sleep when at rest | | `positionIterations` | `6` | Position solving accuracy | | `velocityIterations` | `4` | Velocity solving accuracy | | `constraintIterations` | `2` | Constraint stability | | `timing.timeScale` | `1` | `0` freezes, `0.5` slow-motion | | `autoUpdate` | `true` | Auto-step each game frame | | `debug` | `false` | `true` or `MatterDebugConfig` object | | `runner` | `{}` | Use `runner.fps` for fixed timestep |
Phaser provides two physics-aware Game Object classes and a function to add physics to any Game Object:
Both `MatterSprite` and `MatterImage` default to a rectangle body matching the texture size. Pass `options.shape` to override.
All Matter Game Objects have these component methods mixed in:
| Component | Key Methods | |---|---| | **Velocity** | `setVelocity(x, y)`, `setVelocityX(x)`, `setVelocityY(y)`, `getVelocity()`, `setAngularVelocity(v)`, `getAngularVelocity()`, `setAngularSpeed(s)`, `getAngularSpeed()` | | **Force** | `applyForce(vec2)`, `applyForceFrom(position, force)`, `thrust(speed)`, `thrustLeft(speed)`, `thrustRight(speed)`, `thrustBack(speed)` | | **Bounce** | `setBounce(value)` -- restitution, 0 to 1 | | **Friction** | `setFriction(value, air?, fstatic?)`, `setFrictionAir(value)`, `setFrictionStatic(value)` | | **Mass** | `setMass(value)`, `setDensity(value)`, `centerOfMass` (getter) | | **Gravity** | `setIgnoreGravity(bool)` | | **Sensor** | `setSensor(bool)`, `isSensor()` | | **Static** | `setStatic(bool)`, `isStatic()` | | **Sleep** | `setToSleep()`, `setAwake()`, `setSlee
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.
Repo: phaserjs/phaser
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