physics-arcade

Configure Arcade Physics in Phaser 4 scenes with bodies, velocity, gravity, and collisions.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/jallard-007/jallard-ca-server --skill physics-arcade-jallard-007
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/jallard-007/jallard-ca-server/tree/main/.github/skills/physics-arcade
Command: npx skills add https://github.com/jallard-007/jallard-ca-server --skill physics-arcade-jallard-007

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Arcade Physics setup in Phaser 4 can be verbose to configure and reason about. This Skill provides a comprehensive guide to enabling physics, creating physics-enabled sprites/images/groups, and configuring velocity, acceleration, gravity, collisions (collide/overlap), world bounds, body properties, and collision categories for reliable game physics.

Core Features & Use Cases

  • Enable Arcade Physics in GameConfig and create physics-enabled sprites/images/groups.
  • Tune velocity, acceleration, gravity, and collisions (collide/overlap), plus world bounds and per-body properties.
  • Use colliders and overlaps to implement platforms, collectibles, and enemies in typical 2D games.

Quick Start

Create a simple Phaser 4 scene with arcade physics enabled and a gravity value, then move a sprite using velocity.

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 and configure gravity?

To enable Arcade Physics in Phaser 4, add the physics plugin to your GameConfig and set the gravity values. This initializes the physics world, allowing you to create dynamic and static bodies that respond to gravity for game simulation.

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

Collide separates physics bodies after contact, preventing them from passing through each other, while overlap only detects intersection without separation. Both trigger events, letting you implement platforms with collide and collectibles with overlap.

How do I apply velocity and acceleration to sprites in Phaser 4?

You apply velocity and acceleration to sprites in Phaser 4 by modifying their physics body properties. This enables physics-based motion, moving objects dynamically across the screen according to the configured world bounds and gravity settings.

Can I use collision categories to manage interactions between specific physics bodies?

Yes, you can use collision categories to manage interactions between specific physics bodies. Configuring body properties and categories allows you to control which dynamic and static objects collide or overlap, ensuring reliable game physics.

Why do my physics sprites fall through the screen edges in Phaser 4?

Sprites fall through screen edges because world bounds are not enabled. You must configure the physics world bounds in your scene to keep dynamic bodies within the screen limits and prevent them from leaving the playable area.

Does Arcade Physics in Phaser 4 support both dynamic and static bodies?

Yes, Arcade Physics in Phaser 4 supports both dynamic and static bodies. Dynamic bodies are affected by velocity, acceleration, and gravity, while static bodies remain fixed, making them ideal for creating platforms and solid level boundaries.