physics-arcade

Configure Phaser 4 Arcade Physics for gravity, collisions, and velocity.

Updated Apr 16, 2026
One-click install
npx skills add https://github.com/GiantCroissant-Lunar/proto-breakout --skill physics-arcade-giantcroissant-lunar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/GiantCroissant-Lunar/proto-breakout/tree/main/.agent/skills/01-phaser/physics-arcade
Command: npx skills add https://github.com/GiantCroissant-Lunar/proto-breakout --skill physics-arcade-giantcroissant-lunar

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill simplifies implementing Arcade Physics in Phaser 4, covering enabling physics in GameConfig, creating physics-enabled sprites/images/groups, velocity, acceleration, gravity, collisions, world bounds, body properties, and collision categories.

Core Features & Use Cases

  • Enable Arcade Physics in game config to apply a unified physics engine across scenes.
  • Create and manage dynamic and static bodies (sprites, images, groups) with velocity, gravity, bounce, and world bounds.
  • Implement collisions and overlaps to drive gameplay in platformers, shooters, and demos.

Quick Start

Enable Arcade Physics in your game config and start creating physics-enabled objects and 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 a Phaser 4 game config?

Configure the physics property in your GameConfig to enable Arcade Physics across scenes, providing a unified engine to manage gravity, velocity, and collisions for your game objects.

What is the difference between dynamic and static physics bodies in Phaser?

Dynamic bodies in Phaser are affected by velocity, gravity, and bounce, while static bodies remain fixed in place, serving as immutable colliders for platforms or boundaries within the game world.

How do I handle collisions and overlaps between sprites in a Phaser platformer?

Use the physics collider to handle collisions between sprites and platforms for physical interactions, and use the overlap function to detect intersections and trigger gameplay events without resolving physical forces.

Can I use Arcade Physics for top-down games in Phaser 4?

Yes, you can use Arcade Physics for top-down games in Phaser 4 by adjusting gravity settings and utilizing velocity to control object movement, world bounds, and collision interactions within the scene.

How do I set velocity and bounce for game objects using Phaser Arcade Physics?

Set velocity and bounce by modifying the body properties of your physics-enabled sprites or images, allowing you to control movement dynamics and rebound interactions against world bounds and other objects.