> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill phaser-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**.
world bounds, and collision/overlap resolution between sprites, groups, and tiles.
physics: { default: 'arcade' } and code callsthis.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.
{...}, debug: true } } in the game or scene config. Turn debug` on while
building to see body outlines and velocity vectors.
this.physics.add.sprite(...) (dynamic)or this.physics.add.staticImage(...) (static), or attach to an existing object
with this.physics.add.existing(obj).
x/y. Use setVelocity,setAcceleration, gravity, setBounce, and setCollideWorldBounds. The engine
integrates position from velocity each step (already frame-rate independent).
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.
this.physics.add.group() (dynamic) orstaticGroup() (platforms) so one collider call handles all members.
body.onFloor() / body.blocked.down beforejumping. Run with debug: true and confirm bodies, contacts, and bounds.
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);
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
}
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);
}
// 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);
});
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);
}
this.add.sprite instead ofthis.physics.add.sprite (or this.physics.add.existing(obj)), so it has no body.
sprite.x directly fights the engine → move dynamic bodies withsetVelocity/setAcceleration. Direct position writes can tunnel through colliders.
the velocity vector and rescale to the intended speed.
staticGroup, or setbody.setImmovable(true) on a dynamic platform.
onFloor() is always false → the body needs something to collide with; add thecollider against the ground/platforms before checking, and ensure gravity is on.
call body.updateFromGameObject() (or refreshBody() on the game object).
collider/overlap once in create,not in update.
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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
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Use when you have a written implementation plan to execute in a separate session with review checkpoints
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Take gamedev-skills/phaser-arcade-physics from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.