physics-arcade

Configure Arcade Physics in Phaser 4 with gravity, bodies, and collision handlers.

1|Updated May 3, 2026
One-click install
npx skills add https://github.com/WanderTheWeeb/papas_trauma --skill physics-arcade-wandertheweeb
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-arcade
Source: https://github.com/WanderTheWeeb/papas_trauma/tree/main/skills/physics-arcade
Command: npx skills add https://github.com/WanderTheWeeb/papas_trauma --skill physics-arcade-wandertheweeb

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the problem of setting up Arcade Physics interactions in Phaser 4 by providing a practical, end-to-end guide for configuring physics, moving bodies, and handling collisions and overlaps reliably.

Core Features & Use Cases

  • Arcade Physics world setup: Configure gravity, world bounds, timestep, time scaling, and optional debug rendering.
  • Dynamic and static bodies: Create physics-enabled sprites/images, understand body properties, and build immovable static platforms.
  • Collide, overlap, and events: Use persistent colliders and overlaps for continuous checking, plus collision-category filtering to control what can hit what.
  • Groups and sensors: Use physics groups for managing many bodies and create fast trigger-like overlap behaviors.

Use Case: Create a platformer scene where a player sprite falls under gravity, bounces off the ground, collides with moving hazards, and overlaps pickups to trigger collection logic.

Quick Start

Enable Arcade Physics in your Phaser game config, create a dynamic sprite for the player, add static bodies for platforms, then register persistent collider/overlap handlers between the relevant objects.

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 Arcade Physics collisions in Phaser 4?

To set up Arcade Physics collisions in Phaser 4, configure the GameConfig or SceneConfig physics settings, create dynamic and static bodies, and register persistent collide or overlap handlers between specific objects to manage interactions.

How does overlap differ from collide in Arcade Physics?

In Arcade Physics, collide separates overlapping bodies so they bounce off each other, while overlap only detects intersections without applying separation forces, making overlap ideal for trigger-based pickups and sensor zones.

Can I use static bodies and physics groups together in Phaser 4?

Yes, you can use static bodies and physics groups together in Phaser 4. Physics groups efficiently manage many dynamic or static bodies, allowing you to register a single collider or overlap handler against the entire group.

How do I filter collision categories for dynamic bodies in Arcade Physics?

You filter collision categories in Arcade Physics by assigning category masks to dynamic bodies, which controls exactly what objects can hit what, preventing unwanted interactions between specific groups or sprites.

Does Arcade Physics in Phaser 4 support top-down action games?

Yes, Arcade Physics in Phaser 4 supports top-down action games. By adjusting gravity settings to zero and utilizing dynamic bodies with custom velocity, you can achieve multi-object movement and interactive collisions.

Why are my dynamic bodies passing through static platforms in Phaser 4?

Dynamic bodies pass through static platforms when persistent collide handlers are not registered between them. You must explicitly call the collider function between the dynamic body and the static body to enforce separation.