Agent skill

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.

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Install
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.

Facts
Files in the skill folder: 2
SKILL.md size: 7 KB
Bundled scripts: none
Requires: Phaser 3.90 (Arcade Physics; JavaScript/TypeScript)
Path: skills/web-engines/phaser-arcade-physics/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Enable Arcade Physics (game config)
  5. 2. Top-down movement (velocity from input)
  6. 3. Platformer jump (gravity + ground check)
  7. 4. Colliders vs overlaps (separate vs detect)
  8. 5. A group of moving objects
  9. Pitfalls
  10. References
  11. Related skills
Ships with 1 file
  • references/bodies-and-collision.md
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About this skill
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.

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