phaser-arcade-physics
Use Phaser 3 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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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 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
- When to use
- Core workflow
- Patterns
- 1. Enable Arcade Physics (game config)
- 2. Top-down movement (velocity from input)
- 3. Platformer jump (gravity + ground check)
- 4. Colliders vs overlaps (separate vs detect)
- 5. A group of moving objects
- Pitfalls
- References
- Related skills
What does the phaser-arcade-physics skill do?
Use Phaser 3 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.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
