physics-arcade

Enable Arcade Physics in Phaser 4 projects to manage velocity, gravity, and collisions.

Updated Apr 26, 2026
One-click install
npx skills add https://github.com/kehwar/pixi-square --skill physics-arcade-kehwar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/kehwar/pixi-square/tree/main/.agents/skills/physics-arcade
Command: npx skills add https://github.com/kehwar/pixi-square --skill physics-arcade-kehwar

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Arcade Physics enables reliable, real-time physics simulations in Phaser 4, handling movement, forces, and collisions so developers don't have to implement physics math manually.

Core Features & Use Cases

  • World and bodies: configure dynamic and static bodies, gravity, and world bounds for consistent simulations.
  • Collision and overlap: implement collide and overlap handlers with groups and per-body event hooks.
  • Per-body control: tune velocity, acceleration, gravity, bounce, drag, mass, and collision categories for nuanced interactions.

Quick Start

Initialize Arcade Physics in your Phaser 4 scene and create a dynamic player with velocity and gravity to respond to user input.

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 sprite collisions and gravity?

Arcade physics in Phaser 4 is enabled by initializing it within your scene, which immediately allows you to configure dynamic and static bodies for gravity, velocity, and collision handling.

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

Collide handlers in arcade physics separate intersecting bodies physically, while overlap handlers detect intersections without applying physical separation, both supporting per-body event hooks for groups.

How do I configure world bounds and collision categories for dynamic groups in Phaser 4?

Configuring world bounds and collision categories in Phaser 4 involves setting the simulation limits and assigning specific category masks to dynamic groups to filter nuanced body interactions.

Can I tune per-body properties like acceleration, bounce, and drag for arcade physics sprites?

Per-body properties for arcade physics sprites can be tuned individually, allowing you to precisely adjust acceleration, gravity, bounce, drag, and mass for each dynamic game object.

Does this approach handle physics-enabled sprites and tile collisions automatically in Phaser 4?

Yes, this approach handles physics-enabled sprites and tile collisions automatically, applying real-time physics simulations so developers avoid implementing manual physics math for platform interactions.