physics-arcade

Implement Arcade Physics in Phaser 4 games with TypeScript.

Updated May 24, 2026
One-click install
npx skills add https://github.com/simon-tanna/pip-maze-v-2 --skill physics-arcade-simon-tanna
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/simon-tanna/pip-maze-v-2/tree/main/.claude/skills/physics-arcade
Command: npx skills add https://github.com/simon-tanna/pip-maze-v-2 --skill physics-arcade-simon-tanna

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires phaser, typescript, and includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill empowers developers to easily implement and manage Arcade Physics in Phaser 4 games, simplifying the process of adding physics-based behavior to game objects.

Core Features & Use Cases

  • Enable Physics: Quickly enable physics for game objects and configure gravity and collision settings.
  • Dynamic Bodies: Add dynamic bodies to sprites and images for movement and collision detection.
  • Static Bodies: Create immovable platforms and other obstacles.
  • Collisions & Overlaps: Handle collisions and overlaps between bodies and with world bounds.
  • Use Case: Use this Skill to create a simple platformer game with physics-based movement and collision detection.

Quick Start

Use the physics-arcade skill to enable physics on the player sprite in your game.

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 movement and collisions?

To enable arcade physics in Phaser 4, configure the physics settings to add dynamic bodies to sprites for movement and static bodies for obstacles, handling collisions and overlaps to create physics-based interactivity.

Can I create static and dynamic physics bodies in TypeScript using Phaser 4?

Yes, you can create both dynamic and static physics bodies in TypeScript. Dynamic bodies enable movement and collision detection for sprites, while static bodies form immovable platforms and obstacles.

What is the best way to handle collisions and overlaps between game objects in Phaser 4?

The best way to handle collisions and overlaps in Phaser 4 is by configuring the arcade physics interface to detect interactions between dynamic and static bodies, including boundaries defined by the world bounds.

Do I need TypeScript to implement arcade physics in my Phaser 4 game?

Yes, TypeScript is required to implement arcade physics using this interface. The implementation specifically supports Phaser 4 and TypeScript to add physics-based behavior to game objects.

How does a static physics body differ from a dynamic body in Phaser 4 arcade physics?

A static physics body in arcade physics is an immovable obstacle or platform, whereas a dynamic body is attached to sprites or images to enable movement and active collision detection within the game world.