physics-arcade

Enable Arcade Physics in Phaser 4 for velocity, gravity, collisions, and world bounds.

40.1k|7.2k|Updated Apr 12, 2013
One-click install
npx skills add https://github.com/phaserjs/phaser --skill physics-arcade-phaserjs
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/phaserjs/phaser/tree/main/skills/physics-arcade
Command: npx skills add https://github.com/phaserjs/phaser --skill physics-arcade-phaserjs

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories.

Core Features & Use Cases

  • Enabling physics on existing game objects or via the world
  • Creating dynamic and static bodies, groups, and colliders
  • Managing velocity, gravity, collisions (collide/overlap), and world bounds
  • Using collision categories and world bounds events for gameplay logic

Quick Start

Enable Arcade Physics in a Phaser 4 game and implement velocity, gravity, collisions, and basic body interactions.

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 velocity and gravity?

You enable arcade physics in Phaser 4 by activating the physics system on your game scene, which allows you to apply velocity, gravity, and manage dynamic and static game object bodies.

What's the best way to handle collisions and overlaps between game objects in Phaser?

Handle collisions and overlaps in Phaser by creating colliders and defining logic between dynamic and static bodies, applying collision categories to filter interactions across physics groups.

Does Phaser arcade physics support static bodies and platforms for platformer games?

Yes, Phaser arcade physics supports static bodies and platforms, enabling you to build platformer games by defining static physics groups that interact with dynamic game objects.

How do I configure world bounds events for gameplay logic in Phaser?

Configure world bounds events in Phaser by enabling bounds checking on dynamic bodies and attaching event listeners to trigger custom gameplay logic when objects intersect scene edges.

Why are my physics groups in Phaser not detecting collisions correctly?

Phaser physics groups may fail collision detection if colliders are not explicitly defined between groups, or if collision categories and body properties are incorrectly configured.