phaser-arcade-physics
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.
Other options
Summary
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.
Raw SKILL.md
7,012 bytes---
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 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, 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.

