phaserjs/phaser1 file

Physics Arcade

Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body.

Specification
Skill ID
phaserjs/phaser/physics-arcade
Publisher
phaserjs
Repository
phaser
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

phaserjs/phaser/physics-arcadeInstalls these files
  • SKILL.md

What this skill tells the agent

Arcade Physics

Setting up and using Arcade Physics in Phaser 4 -- enabling physics in GameConfig, creating physics-enabled sprites/images/groups, velocity, acceleration, gravity, collisions (collide/overlap), world bounds, body properties, and collision categories.

Key source paths: src/physics/arcade/ArcadePhysics.js, src/physics/arcade/World.js, src/physics/arcade/Body.js, src/physics/arcade/StaticBody.js, src/physics/arcade/Factory.js, src/physics/arcade/components/, src/physics/arcade/events/ Related skills: ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../tilemaps/SKILL.md, ../groups-and-containers/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    create() {
        // Physics sprite (dynamic body, affected by gravity)
        this.player = this.physics.add.sprite(100, 300, 'player');
        this.player.setCollideWorldBounds(true);
        this.player.setBounce(0.2);

        // Static group (immovable platforms)
        this.platforms = this.physics.add.staticGroup();
        this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();

        // Register a persistent collider (checked every frame automatically)
        this.physics.add.collider(this.player, this.platforms);

        this.cursors = this.input.keyboard.createCursorKeys();
    }

    update() {
        if (this.cursors.left.isDown) {
            this.player.setVelocityX(-160);
        } else if (this.cursors.right.isDown) {
            this.player.setVelocityX(160);
        } else {
            this.player.setVelocityX(0);
        }
    }
}

// Enable Arcade Physics in game config
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: GameScene
};

const game = new Phaser.Game(config);

Core Concepts

World (this.physics.world)

The Phaser.Physics.Arcade.World manages all bodies in the simulation. Accessed via this.physics.world in a Scene.

  • gravity -- Vector2 applied to all dynamic bodies each step. Set via config or this.physics.world.gravity.y = 300.
  • bounds -- Rectangle defining the world boundary. Defaults to game canvas size.
  • bodies -- Set of all dynamic Body instances.
  • staticBodies -- Set of all StaticBody instances.
  • colliders -- ProcessQueue of registered Collider objects (from this.physics.add.collider / this.physics.add.overlap).
  • fps -- Physics steps per second (default 60). Read-only; change via world.setFPS(120).
  • fixedStep -- true (default) uses fixed timestep; false syncs to render fps.
  • timeScale -- Scaling factor: 1.0 = normal, 2.0 = half speed, 0.5 = double speed.
  • isPaused -- When true, no bodies update and no colliders run. Toggle via world.pause() / world.resume().
  • useTree -- true (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.
  • drawDebug -- Enables debug rendering when true. Set via config debug: true.

Bodies (Body)

A dynamic body is created automatically when you use this.physics.add.sprite() or this.physics.add.image(). Access it via gameObject.body.

Key properties (all on Body):

  • velocity -- Vector2, pixels/sec
  • acceleration -- Vector2, pixels/sec^2
  • drag -- Vector2, deceleration (applied only when acceleration is zero)
  • gravity -- Vector2, per-body gravity added to world gravity
  • bounce -- Vector2, rebound factor relative to 1
  • friction -- Vector2, default (1, 0) -- velocity imparted by immovable body to riding body
  • maxVelocity -- Vector2, default (10000, 10000) | maxSpeed -- scalar cap, default -1 (none)
  • mass -- default 1, affects collision momentum exchange
  • immovable -- false; if true, never moved by collisions
  • pushable -- true; if false, reflects velocity to colliding body
  • moves -- true; if false, position/rotation not updated by physics
  • enable -- true; false removes from simulation
  • useDamping -- false; when true, drag is a multiplier (0-1) instead of linear
  • collideWorldBounds -- false; onWorldBounds/onCollide/onOverlap -- false, set true to emit events

Shape: isCircle (set via setCircle), width/height, offset (Vector2), center (read-only midpoint).

Collision state (read-only, reset each step): touching / blocked / wasTouching -- { none, up, down, left, right }. embedded -- both overlapping with zero velocity.

Angular: angularVelocity (deg/sec), angularAcceleration, angularDrag, maxAngular (default 1000), allowRotation (default true).

Static Bodies (StaticBody)

A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.

  • Created via this.physics.add.staticSprite(), this.physics.add.staticImage(), or this.physics.add.staticGroup().
  • After changing the parent Game Object's position or scale, call body.reset() or gameObject.refreshBody() to sync.
  • Has collisionCategory and collisionMask like dynamic bodies.
  • Does not have velocity, acceleration, drag, or gravity properties.

Common Patterns

Enabling Physics on Existing Game Objects

// Add a physics body to any existing Game Object
this.physics.add.existing(mySprite);           // dynamic body
this.physics.add.existing(mySprite, true);     // static body

// Or enable via the world directly
this.physics.world.enable(mySprite);           // dynamic
this.physics.world.enable(mySprite, Phaser.Physics.Arcade.STATIC_BODY);

Creating Physics Sprites and Images

// Via the physics factory (this.physics.add)
const player = this.physics.add.sprite(100, 200, 'player');     // dynamic body
const coin = this.physics.add.image(300, 100, 'coin');          // dynamic body
const wall = this.physics.add.staticImage(400, 300, 'wall');    // static body
const platform = this.physics.add.staticSprite(400, 500, 'plat'); // static body

// Standalone bodies (no Game Object)
const sensor = this.physics.add.body(200, 200, 32, 32);        // dynamic Body
const zone = this.physics.add.staticBody(100, 100, 64, 64);    // static Body

Velocity and Gravity

// Direct velocity
player.setVelocity(200, -300);          // x=200 px/s, y=-300 px/s (upward)
player.setVelocityX(200);
player.body.velocity.set(200, -300);    // equivalent via Vector2

// Acceleration + max velocity
player.setAcceleration(100, 0);
player.setMaxVelocity(300, 600);

// Per-body gravity (added to world gravity)
player.body.gravity.y = 200;
player.body.allowGravity = false;       // exempt from world gravity

// Drag (applied only when acceleration is zero)
player.setDrag(300);                    // linear deceleration
player.body.useDamping = true;
player.setDrag(0.05);                   // damping mode: keeps 5% velocity/sec

// Bounce
player.setBounce(0.5);                  // both axes
player.setBounceY(1);                   // full vertical bounce

Collide and Overlap

Two approaches: persistent Colliders (checked every frame automatically) or one-shot checks (called in update()).

// --- Persistent Colliders (preferred) ---
// Created via this.physics.add.collider / this.physics.add.overlap
// Automatically checked every physics step

const collider = this.physics.add.collider(player, platforms);
const overlap = this.physics.add.overlap(player, coins, collectCoin, null, this);

function collectCoin (player, coin) {
    coin.disableBody(true, true); // disable physics and hide
}

// Collider management
collider.active = false;   // temporarily disable
collider.destroy();        // remove permanently

// With processCallback (must return boolean to allow collision)

Use this skill in a project

Open any RiverX project, search the Skills panel for phaserjs/phaser/physics-arcade, and install it in one click.

Use this skill