What problem does it solve? Setting up 2D physics in Phaser games involves many interacting pieces—world configuration, body types, colliders, and event opt-ins—and mistakes like forgetting to refresh static bodies or misusing collide versus overlap cause subtle bugs. This Skill provides a complete reference for Arcade Physics in Phaser 4 so physics behavior is implemented correctly the first time. ## Core Features & Use Cases - Physics Setup and Bodies: Enable Arcade Physics in GameConfig, create dynamic and static sprites, images, groups, and standalone bodies with velocity, acceleration, gravity, drag, and bounce. - Collision Handling: Register persistent colliders and overlaps with callbacks and process functions, configure world bounds, and filter interactions with collision categories and masks. - Events and Debugging: Use world events like collide, overlap, and worldbounds with per-body opt-in flags, plus debug rendering and configuration reference tables. - Use Case: While building a Phaser platformer, use this Skill to correctly wire a player sprite against static platforms, collect coins via overlap callbacks, and keep the player inside world bounds. ## 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 overlaps collectible coins.