Phaser Arcade Physics

作者 gamedev-skillsd4b0e35550c5无许可证1.3K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库11天前更新

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.

AI 生成的概览

指导在 Phaser 4 游戏中使用 Arcade Physics 引擎实现移动与碰撞。

功能
该技能说明如何启用 Phaser 4 Arcade Physics、为精灵附加物理体,并通过速度、加速度、重力和弹跳来驱动它们。它涵盖使用碰撞器、组和世界边界进行碰撞与重叠处理,并列出常见陷阱及修复方法。它产出的是俯视和平台跳跃控制器的代码模式与指导,而非文件或脚本。
适用场景
当 Phaser 游戏需要移动或碰撞处理时使用,例如俯视或平台跳跃控制器。当代码使用 this.physics、setVelocity、collider、overlap、gravity 或 onFloor 时适用。若涉及游戏配置、场景和资源加载,则应改用单独的核心技能。
运行要求
需要一个 Phaser 4 项目(面向 Phaser 4.2),以及能够读取随附的物理体与碰撞参考文件的智能体。不需要脚本、软件包、凭据或网络访问。

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.

来源与署名

来源:gamedev-skills/awesome-gamedev-agent-skills位于skills/web-engines/phaser-arcade-physics提交d4b0e35

许可证: 无许可证

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