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 it is easy to misuse force scales, collision bitmasks, or body configuration. This Skill provides a complete operational reference so you can implement Matter.js physics correctly on the first attempt. ## Core Features & Use Cases - Body and Game Object Creation: Create Matter sprites, images, rectangles, circles, polygons, vertex-based shapes, and compound bodies with proper configuration options. - Constraints and Composites: Build joints, springs, chains, stacks, soft bodies, cars, and Newton's cradles, plus pointer-based mouse dragging. - Collision Control: Configure collision categories, groups, sensors, per-body callbacks, and world-level collision events, including tilemap layer conversion. - Use Case: You are building a 2D platformer for a game jam and need a player character with realistic bounce and friction, static ground from a tilemap, and draggable crates—this Skill gives you the exact config, factory calls, and event wiring to do it. ## Quick Start Ask the AI to set up a Phaser 4 scene with Matter.js physics including a controllable player sprite, static ground bounds, and mouse dragging for bodies.