phaser-arcade-physics — Claude Code skill: what it does and setup
Configures movement, gravity, and collisions in Phaser 4 games using Arcade Physics. Helps write top-down or platformer controls and resolve body interactions.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics -a claude-codeWhat phaser-arcade-physics does
Guides AI coding agents through Phaser 4 Arcade Physics, targeting version 4.2. It covers setting up dynamic and static bodies with this.physics.add.sprite or staticGroup, applying velocity, gravity, and acceleration, and handling collisions via collider and overlap. General scene architecture and asset loading belong in phaser-core, while hinges and complex polygons require Matter physics.
The guidance addresses common Arcade Physics pitfalls. Modifying x and y coordinates directly bypasses the physics step and causes tunneling through walls. Velocity vectors need normalization during diagonal movement to prevent extra speed. Ground checks via body.onFloor() or body.blocked.down only return true if gravity is active and colliders are set before the check.
Arcade Physics restricts bodies strictly to AABB rectangles and circles. If your project demands stacking rigid bodies, springs, or non-rectangular meshes, this engine is the wrong choice.
What it helps with
- implement top-down 8-directional movement with normalized diagonal speed
- build platformer jump mechanics with ground checks via
onFloor() - manage projectile pooling using
this.physics.add.group - handle physical separations with
colliderand trigger pickups withoverlap
Example prompts for the agent
- Create a top-down movement controller in Phaser 4 using Arcade Physics
- Set up a platformer scene with static platforms, gravity, and jump mechanics
- Implement a bullet pool using this.physics.add.group and detect overlaps with enemies
How to install phaser-arcade-physics
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics -a claude-code2Manually: put the files in place
~/.claude/skills/phaser-arcade-physics/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/phaser-arcade-physics/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics -a codex2Manually: put the files in place
.agents/skills/phaser-arcade-physics/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics -a cursor2Manually: put the files in place
.cursor/skills/phaser-arcade-physics/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills phaser-arcade-physics2Manually: put the files in place
.github/skills/phaser-arcade-physics/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/web-engines/phaser-arcade-physicsManually: put the files in place
.devin/skills/phaser-arcade-physics/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about phaser-arcade-physics
How to install phaser-arcade-physics in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics -a claude-code.
What does phaser-arcade-physics do?
It guides coding agents on configuring Phaser 4 Arcade Physics, including velocities, acceleration, gravity, group pooling, and collision resolution.
When should Matter physics be used instead of Arcade Physics?
Arcade Physics only supports axis-aligned rectangles and circles. Use Matter physics when the project requires springs, hinges, or complex polygon bodies, as Arcade and Matter bodies do not interact.
Source text
SKILL.md · Apache-2.0
---
name: phaser-arcade-physics
description: >
Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set
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.
---
# 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 an inactive bullet if available
if (!bullet) return; // pool is full: every bullet is active
bullet.enableBody(true, x, y, true, true);
bullet.setVelocityY(-500);
}
update() {
// Return off-screen bullets to the pool, or firing stops after 30 shots.
this.bullets.getChildren().forEach((bullet) => {
if (bullet.active && bullet.y < -32) bullet.disableBody(true, true);
});
}
```
## 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.
Standing on an ordinary dynamic body does not count as blocked; make platforms
static, immovable, or non-pushable (`platform.setPushable(false)`).
- **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`.
- **Fast bullets pass through thin walls** → Arcade has no swept collision; a body
that moves farther than a wall's thickness in one physics step skips it. Thicken
the wall's body, cap speed with `setMaxVelocity`, or raise the step rate
(`arcade: { fps: 120 }`, default 60) at extra CPU cost.
- **Bodies pass through each other after adding collision categories** → a pair only
collides when each side's mask includes the other's category, and untouched bodies
keep mask `1`. Widen the other side's mask too, and set groups and their members
separately (see the reference).
- **Drag does nothing while a key is held** → Arcade applies drag only on an axis
with zero acceleration; set the acceleration to 0 when input stops.
## 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`.
## Related skills
- `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.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills