What problem does it solve? Setting up 2D physics in Phaser 4 involves many moving parts: enabling the physics system in GameConfig, creating dynamic and static bodies, tuning velocity and gravity, and wiring up collision detection. This Skill provides a complete reference so you can implement Arcade Physics correctly without digging through Phaser source code. ## Core Features & Use Cases - Physics Setup and Bodies: Enable Arcade Physics in GameConfig and create dynamic sprites, static platforms, and physics groups with the factory methods. - Movement and Forces: Control velocity, acceleration, drag, bounce, per-body gravity, and world bounds for game objects. - Collision Handling: Register persistent colliders and overlaps, filter interactions with collision categories, and listen to world events like collide and worldbounds. - Use Case: Build a platformer where the player runs and jumps on static platforms, collects coins via overlap callbacks, and enemies are separated from bullets using collision category bitmasks. ## Quick Start Ask the AI to set up Arcade Physics in a Phaser 4 scene with a player sprite that collides with static platforms and responds to arrow key movement.