physics-arcade

Configure Arcade Physics simulations with collision detection and world boundaries in Phaser 4.

Updated Mar 27, 2026
One-click install
npx skills add https://github.com/tja688/WebGameDevPlace --skill physics-arcade-tja688
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/tja688/WebGameDevPlace/tree/main/.claude/skills/physics-arcade
Command: npx skills add https://github.com/tja688/WebGameDevPlace --skill physics-arcade-tja688

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill simplifies the implementation of 2D physics in Phaser 4, removing the complexity of configuring collision detection, gravity, and body dynamics manually.

Core Features & Use Cases

  • Physics Simulation: Easily enable gravity, velocity, acceleration, and bounce for game sprites and groups.
  • Collision Management: Implement persistent colliders and overlap triggers for game logic like pickups or combat.
  • Use Case: Use this skill to set up a player character that interacts with platforms, collects items, and respects world boundaries in a 2D platformer.

Quick Start

Use the physics-arcade skill to enable arcade physics in my game config and create a player sprite with gravity and world bounds collision.

Frequently Asked Questions about physics-arcade

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up collision detection for sprites in Phaser 4?

Configure collision detection in Phaser 4 by creating dynamic and static bodies, then defining persistent colliders or overlap triggers to handle interactions like pickups, combat, and platform boundaries within the arcade physics simulation.

What is the best way to enable gravity and bounce for a 2D game character in Phaser?

Enable gravity and bounce for a 2D game character by configuring arcade physics in your game config, assigning a dynamic body to the sprite, and setting velocity, acceleration, and bounce properties to manage player movement.

Does arcade physics in Phaser support world boundary constraints for platformer games?

Yes, arcade physics supports world boundary constraints, allowing sprites to collide with the edges of the game world, which is essential for keeping player characters and objects inside the defined 2D platformer level.

Can I use this approach to manage both dynamic and static physics bodies in my game?

Yes, you can manage both dynamic and static physics bodies, using dynamic bodies for moving sprites that require velocity and acceleration, and static bodies for immovable platforms or solid level geometry in your 2D game.

Why do my game sprites pass through platforms instead of colliding in Phaser?

Sprites pass through platforms when persistent colliders are not properly defined between dynamic and static bodies, so you must explicitly configure collision detection and body overlap triggers within the arcade physics system.