physics-arcade

Configure Arcade Physics bodies, collisions, and world bounds in Phaser 4.

Updated Mar 13, 2026
One-click install
npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill physics-arcade-dominik-steinweg
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/Dominik-Steinweg/Fragdachse/tree/main/.agents/skills/physics-arcade
Command: npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill physics-arcade-dominik-steinweg

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill simplifies the complex task of implementing 2D physics in Phaser 4, removing the friction of manually configuring bodies, collision detection, and world constraints.

Core Features & Use Cases

  • Physics Simulation: Easily manage dynamic and static bodies, gravity, velocity, and acceleration.
  • Collision Handling: Implement robust collision and overlap logic with persistent colliders or one-shot checks.
  • Use Case: Quickly set up a platformer game by defining a static group for platforms and a dynamic sprite for the player, then registering a collider to handle all interactions automatically.

Quick Start

Use the physics-arcade skill to enable gravity and collision detection for a player sprite and a static platform group in your current scene.

Frequently Asked Questions about physics-arcade

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up collision detection in Phaser 4?

Collision detection in Phaser 4 is configured by registering persistent colliders or one-shot overlap checks between dynamic and static physics bodies. This automatically handles interactions like a dynamic player sprite hitting a static platform group.

What is the best way to manage dynamic and static physics bodies in an arcade game?

Managing arcade physics bodies involves configuring dynamic sprites for moving entities and static groups for immovable objects. This separation handles velocity and gravity for dynamics while maintaining efficient spatial indexing for static world bounds.

Can I use this skill to build a platformer game with Phaser?

Yes, you can build a platformer game by defining a static group for platforms and a dynamic sprite for the player. The skill manages gravity, velocity, and registers colliders to handle interactions automatically within the Phaser environment.

Does Phaser 4 arcade physics support event-driven interaction logic?

Phaser 4 arcade physics supports event-driven interaction logic through its physics plugin. It maintains consistent frame-based simulation steps and uses spatial indexing to trigger events during collisions and overlaps between bodies.

Why do I need to manually configure world bounds and spatial indexing?

Configuring world bounds and spatial indexing is required to maintain consistent frame-based simulation steps in arcade physics. This ensures accurate collision detection and prevents dynamic bodies from leaving the defined game environment.

What are the limitations of using arcade physics for JavaScript game development?

Arcade physics in JavaScript game development uses an AABB bounding box approach, meaning it lacks polygon-based precision for complex shapes. It is optimized for performance with frame-based simulation steps rather than realistic physical simulations.