physics-arcade

Enable and manage Arcade Physics in Phaser 4 for 2D game collisions and motion.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/dzyamik/furry-match3 --skill physics-arcade-dzyamik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/dzyamik/furry-match3/tree/main/.claude/skills/physics-arcade
Command: npx skills add https://github.com/dzyamik/furry-match3 --skill physics-arcade-dzyamik

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill helps game developers quickly implement and tune Arcade Physics in Phaser 4, enabling reliable motion, gravity, and collision behavior in 2D games.

Core Features & Use Cases

  • Enable Arcade Physics in Phaser game config and create physics-enabled sprites, images, and groups.
  • Control motion with velocity, acceleration, gravity, and collisions (collide/overlap) with world bounds and groups.
  • Use collision categories and masking to filter interactions in platformers, top-down shooters, and puzzle games.

Quick Start

Run a sample scene with Arcade Physics enabled to see a dynamic body move under gravity, collide with platforms, and react to collisions.

Frequently Asked Questions about physics-arcade

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

FAQPage Schema
How do I enable Arcade Physics in Phaser 4 for gravity and velocity?

To enable Arcade Physics in Phaser 4, configure it within the GameConfig. This setup allows you to simulate gravity, control velocity, and manage dynamic or static bodies for 2D game movement.

What is the difference between collide and overlap in Phaser 4 physics?

Collide separates intersecting physics bodies to prevent overlap and simulates solid interactions. Overlap detects when bodies intersect without applying separation, useful for triggering events like collecting items or detecting hits.

How do I filter collisions using categories and masking in Phaser 4?

Collision categories and masking filter interactions between specific physics bodies. By assigning category bits and mask bits to dynamic and static bodies, you control which groups collide or overlap in platformers and top-down shooters.

Can I use Arcade Physics groups for managing multiple sprites in Phaser 4?

Yes, Arcade Physics groups manage multiple physics-enabled sprites or images simultaneously. Groups allow you to apply uniform velocity, acceleration, and collision rules across many objects efficiently in your 2D game.

How do I handle world bounds collisions in a Phaser 4 platformer?

World bounds collisions prevent dynamic bodies from falling off the screen edges. By enabling world bounds in your physics config, sprites collide with the defined game boundaries, keeping moving bodies within the playable area.

Does Phaser 4 Arcade Physics support top-down shooters and puzzle games?

Yes, Arcade Physics suits top-down shooters and puzzle games. By adjusting gravity settings and using velocity with collision categories, you can simulate movement and interactions for various 2D game genres.