What problem does it solve? Setting up full-body physics in Phaser 4 requires knowing Matter.js concepts like bodies, constraints, collision filtering, and sensors, plus how Phaser wraps them. This Skill provides the complete API surface and working patterns so you can build physics-driven gameplay without digging through Phaser source code. ## Core Features & Use Cases - Body and Game Object Creation: Create Matter sprites, images, and raw bodies (rectangles, circles, polygons, vertex shapes, PhysicsEditor data) with full configuration options. - Constraints and Composites: Build joints, springs, chains, stacks, soft bodies, cars, and Newton's cradles, plus pointer-based mouse dragging. - Collision Control: Use collision categories, groups, sensors, per-body callbacks, and world events to manage exactly what collides and how your game responds. - Use Case: Building a Pachinko-style game where balls bounce through a peg field — create circle bodies for balls, static pegs with restitution, sensor zones for scoring, and collision events to award points on each peg hit. ## Quick Start Ask the AI to set up a Phaser 4 scene with Matter physics where a ball drops through static pegs and triggers a callback when it lands in a sensor zone.