What problem does it solve? Setting up full-body physics in Phaser 4 with Matter.js involves many APIs—bodies, constraints, composites, sensors, collision filtering, and debug rendering—and small mistakes (wrong force magnitudes, wiped body properties, misconfigured collision masks) cause subtle bugs. This Skill provides a complete operational reference so an AI agent can write correct Matter.js physics code on the first attempt. ## Core Features & Use Cases - Body and Game Object Creation: Create Matter sprites, images, and physics-enabled Game Objects with rectangle, circle, polygon, trapezoid, vertex, or PhysicsEditor shapes. - Constraints and Composites: Build joints, springs, world constraints, stacks, chains, meshes, soft bodies, cars, and Newton's cradles. - Collision Control: Configure sensors, collision categories, groups, masks, and per-body or world-level collision callbacks and events. - Use Case: Build a platformer where the player is a Matter sprite with custom friction and bounce, enemies use collision categories so bullets skip the player, static tilemap layers are converted to physics bodies, and pointer dragging is enabled via mouseSpring. ## Quick Start Ask the AI to set up a Phaser 4 scene with Matter.js physics including a controllable player sprite, static ground bodies, and collision events.