Phaser Arcade Physics

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

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.

Instructions onlySoftware Development
AI-generated overview

Guides adding movement and collisions to Phaser 4 games using the Arcade Physics engine.

What it does
This skill explains how to enable Phaser 4 Arcade Physics, attach bodies to sprites, and drive them with velocity, acceleration, gravity, and bounce. It covers collision and overlap resolution with colliders, groups, and world bounds, and lists common pitfalls with fixes. It produces code patterns and guidance for top-down and platformer controllers rather than files or scripts.
When to use it
Use it when a Phaser game needs movement or collision handling, such as top-down or platformer controllers. It applies when code uses this.physics, setVelocity, collider, overlap, gravity, or onFloor. For game config, scenes, and asset loading, a separate core skill is indicated instead.
Requirements
Requires a Phaser 4 project (targets Phaser 4.2) and an agent able to read the bundled reference file on bodies and collision. No scripts, packages, credentials, or network access are needed.

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.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/web-engines/phaser-arcade-physicsat commitd4b0e35

License: No license

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