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Phaser Arcade Physics Agent Skill

> velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics

The instruction itself

12 sections, as written by the author

Phaser 3 Arcade Physics

Add movement and collision to a Phaser 3 game with the lightweight **Arcade

Physics engine (AABB rectangles and circles only). Targets Phaser 3.90**.

When to use

  • Use for top-down or platformer movement, velocity/acceleration/gravity, bouncing,

world bounds, and collision/overlap resolution between sprites, groups, and tiles.

  • Use when the scene enables physics: { default: 'arcade' } and code calls

this.physics.add.*, body.setVelocity, or this.physics.add.collider.

When *not* to use: the Game config, scene structure, asset loading, or

cameras → use phaser-core. Hinges, springs, complex polygons, or stacking

rigid bodies → use Matter physics (a different engine; Arcade and Matter bodies

do not interact). For engine-agnostic feel tuning see physics-tuning.

Core workflow

  • Enable the world. Set `physics: { default: 'arcade', arcade: { gravity:

{...}, debug: true } } in the game or scene config. Turn debug` on while

building to see body outlines and velocity vectors.

  • Give a sprite a body. Create it with this.physics.add.sprite(...) (dynamic)

or this.physics.add.staticImage(...) (static), or attach to an existing object

with this.physics.add.existing(obj).

  • Drive it through the body, not by setting x/y. Use setVelocity,

setAcceleration, gravity, setBounce, and setCollideWorldBounds. The engine

integrates position from velocity each step (already frame-rate independent).

  • Resolve interactions. this.physics.add.collider(a, b) separates bodies;

this.physics.add.overlap(a, b, cb) detects without separating (pickups,

triggers). Pass a callback to react.

  • Group many objects. Use this.physics.add.group() (dynamic) or

staticGroup() (platforms) so one collider call handles all members.

  • Check ground contact with body.onFloor() / body.blocked.down before

jumping. Run with debug: true and confirm bodies, contacts, and bounds.

Patterns

1. Enable Arcade Physics (game config)

const config = {
  type: Phaser.AUTO,
  width: 800, height: 600,
  physics: {
    default: 'arcade',
    arcade: {
      gravity: { x: 0, y: 600 },  // top-down? use { x: 0, y: 0 }
      debug: false                // true to draw bodies + velocity while building
    }
  },
  scene: [PlayScene]
};
new Phaser.Game(config);

2. Top-down movement (velocity from input)

create() {
  this.player = this.physics.add.sprite(400, 300, 'player');
  this.player.setCollideWorldBounds(true);
  this.cursors = this.input.keyboard.createCursorKeys();
}

update() {
  const speed = 220;
  const body = this.player.body;
  body.setVelocity(0);                              // reset each frame
  if (this.cursors.left.isDown)  body.setVelocityX(-speed);
  if (this.cursors.right.isDown) body.setVelocityX(speed);
  if (this.cursors.up.isDown)    body.setVelocityY(-speed);
  if (this.cursors.down.isDown)  body.setVelocityY(speed);
  body.velocity.normalize().scale(speed);           // keep diagonals same speed
}

3. Platformer jump (gravity + ground check)

create() {
  this.player = this.physics.add.sprite(100, 450, 'player');
  this.player.setCollideWorldBounds(true);

  // Static platforms: one body each, never moved by collisions.
  this.platforms = this.physics.add.staticGroup();
  this.platforms.create(400, 568, 'ground');
  this.physics.add.collider(this.player, this.platforms);

  this.cursors = this.input.keyboard.createCursorKeys();
}

update() {
  const onGround = this.player.body.blocked.down; // or this.player.body.onFloor()
  if (this.cursors.left.isDown)  this.player.setVelocityX(-160);
  else if (this.cursors.right.isDown) this.player.setVelocityX(160);
  else this.player.setVelocityX(0);

  if (this.cursors.up.isDown && onGround) this.player.setVelocityY(-450);
}

4. Colliders vs overlaps (separate vs detect)

// Push apart and react: player vs enemies.
this.physics.add.collider(this.player, this.enemies, (player, enemy) => {
  this.handleHit(player, enemy);
});

// Detect without pushing: collect coins. The 4th arg is an optional
// process callback returning a boolean to filter pairs before the main callback.
this.physics.add.overlap(this.player, this.coins, (player, coin) => {
  coin.disableBody(true, true);              // deactivate + hide
  this.registry.inc('score', 10);
});

5. A group of moving objects

this.bullets = this.physics.add.group({
  defaultKey: 'bullet',
  maxSize: 30                  // pool size; reuse instead of allocating
});

fire(x, y) {
  const bullet = this.bullets.get(x, y);     // reuses a dead bullet if available
  if (!bullet) return;
  bullet.enableBody(true, x, y, true, true);
  bullet.setVelocityY(-500);
}

Pitfalls

  • Sprite ignores physics → it was added with this.add.sprite instead of

this.physics.add.sprite (or this.physics.add.existing(obj)), so it has no body.

  • Setting sprite.x directly fights the engine → move dynamic bodies with

setVelocity/setAcceleration. Direct position writes can tunnel through colliders.

  • Diagonal movement is faster → independent X and Y velocities add up; normalise

the velocity vector and rescale to the intended speed.

  • Platforms get pushed by the player → use a staticGroup, or set

body.setImmovable(true) on a dynamic platform.

  • onFloor() is always false → the body needs something to collide with; add the

collider against the ground/platforms before checking, and ensure gravity is on.

  • Moved a static body but collisions are stale → static bodies don't auto-sync;

call body.updateFromGameObject() (or refreshBody() on the game object).

  • Collider added every frame → register collider/overlap once in create,

not in update.

References

  • For body anatomy and tuning (drag, bounce, max velocity, custom setSize/

setCircle/setOffset hitboxes, collision categories/masks, and worldbounds

events), read references/bodies-and-collision.md.

  • phaser-core — game config, scenes, loader, cameras (the prerequisite setup).
  • physics-tuning — engine-agnostic feel (fixed timestep, tunneling, jitter).
  • platformer / tower-defense — genres that compose this skill.
  • level-design — laying out tile/platform geometry these bodies collide with.

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How to use it

Copy the folder

Take gamedev-skills/phaser-arcade-physics from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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