Skill804 repo starsupdated 12d ago
phaser-arcade-physics
>
Install in Claude Code
Copygit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills /tmp/phaser-arcade-physics && cp -r /tmp/phaser-arcade-physics/skills/web-engines/phaser-arcade-physics ~/.claude/skills/phaser-arcade-physicsThen start a new Claude Code session; the skill loads automatically.
Definition
SKILL.md
# Phaser 4 Arcade Physics
Add movement and collision to a Phaser game with the lightweight **Arcade
Physics** engine (AABB rectangles and circles only). Targets **Phaser 4.2** for
new projects; inspect the installed major before editing an existing project.
## 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
1. **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.
2. **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)`.
3. **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).
4. **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.
5. **Group many objects.** Use `this.physics.add.group()` (dynamic) or
`staticGroup()` (platforms) so one collider call handles all members.
6. **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)
```js
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)
```js
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)
```js
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)
```js
// 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
```js
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, maxMore from this repository
routerSkill
>
ai-behavior-trees-utility-aiSkill
>
audio-designSkill
>
camera-systemsSkill
>
create-game-assetsSkill
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
dialogue-systemsSkill
>
game-aiSkill
>
game-feelSkill
>