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.
By phaserjs · 571 installs
npx skills add phaserjs/phaser --skill physics-arcade
Source repository · Upstream listing
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
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
Creating Physics Sprites and Images
Velocity and Gravity
Collide and Overlap
Two approaches: persistent Colliders (checked every frame automatically) or one shot checks (called in update() ).
Groups
PhysicsGroup config keys (applied as defaults to new members): collideWorldBounds , bounceX/Y , accelerationX/Y , dragX/Y , gravityX/Y , frictionX/Y , velocityX/Y , angularVelocity , angularAcceleration , angularDrag , maxVelocityX/Y , maxSpeed , mass , immovable , allowDrag , allowGravity , allowRotation , useDamping , enable .
World Bounds
Body Properties
Collision Categories
Collision categories let you filter which bodies can collide with each other using bitmask values. Maximum 32 categories.
Default: all bodies have category 0x0001 and collisionMask 1 . Everything still collides with everything because (1 & 1) !== 0 . PhysicsGroup defaults to mask 2147483647 (all bits). Call resetCollisionCategory() to set the mask to all bits after changing categories.
Configuration Reference
ArcadeWorldConfig passed via physics.arcade in GameConfig or SceneConfig:
Property Default Description
fps 60 Physics steps per second
fixedStep true Use fixed timestep vs render sync
timeScale 1 Simulation speed multiplier
gravity { x: 0, y: 0 } World gravity in px/sec
x , y 0 World bounds origin
width , height game size World bounds dimensions
checkCollision all true { up, down, left, right } edge collision
overlapBias 4 Overlap threshold for separation
tileBias 16 Tile overlap threshold
forceX false Separate horizontally first
isPaused false Start simulation paused
debug false Enable debug rendering
debugShowBody / debugShowStaticBody / debugShowVelocity true Debug display toggles
debugBodyColor / debugStaticBodyColor / debugVelocityColor 0xff00ff / 0x0000ff / 0x00ff00 Debug colors
maxEntries 16 RTree items per node
useTree true Use RTree for dynamic bodies
customUpdate false If true, call world.update() yourself
Scene level config overrides game level config (merged).
Events
All events are emitted on this.physics.world :
Event String Condition Callback Args
COLLIDE 'collide' Two bodies collide and at least one has onCollide = true (gameObject1, gameObject2, body1, body2)
OVERLAP 'overlap' Two bodies overlap and at least one has onOverlap = true (gameObject1, gameObject2, body1, body2)
WORLD BOUNDS 'worldbounds' Body hits world edge and has onWorldBounds = true (body, up, down, left, right)
TILE COLLIDE 'tilecollide' Body collides with a tile (gameObject, tile, body)
TILE OVERLAP 'tileoverlap' Body overlaps a tile (gameObject, tile, body)
WORLD STEP 'worldstep' After each physics step (delta)
PAUSE 'pause' World paused none
RESUME 'resume' World resumed none
Events require opt in per body: set body.onCollide , body.onOverlap , or body.onWorldBounds to true .
API Quick Reference
Scene Plugin ( this.physics )
Method Description
this.physics.add.sprite(x, y, key, frame) Create sprite with dynamic body
this.physics.add.image(x, y, key, frame) Create image with dynamic body
this.physics.add.staticSprite(x, y, key, frame) Sprite with static body
this.physics.add.staticImage(x, y, key, frame) Image with static body
this.physics.add.group(config) Dynamic physics group
this.physics.add.staticGroup(config) Static physics group
this.physics.add.existing(go, isStatic?) Add body to existing Game Object
this.physics.add.body(x, y, w?, h?) Standalone dynamic Body (no GO)
this.physics.add.staticBody(x, y, w?, h?) Standalone static Body (no GO)
this.physics.add.collider(a, b, cb?, proc?, ctx?) Persistent collider
this.physics.add.overlap(a, b, cb?, proc?, ctx?) Persistent overlap
this.physics.collide(a, b, cb?, proc?, ctx?) One shot collision check
this.physics.overlap(a, b, cb?, proc?, ctx?) One shot overlap check
this.physics.nextCategory() Next collision category bitmask
this.physics.pause() / resume() Pause/resume simulation
this.physics.accelerateTo(go, x, y, spd?, maxX?, maxY?) Accelerate toward point
this.physics.moveTo(go, x, y, spd?, maxTime?) Move toward point at speed
this.physics.velocityFromAngle(angle, speed?, vec2?) Angle (deg) to velocity
this.physics.velocityFromRotation(rot, speed?, vec2?) Rotation (rad) to velocity
this.physics.closest(source, targets?) Find nearest body
this.physics.furthest(source, targets?) Find farthest body
this.physics.overlapRect(x, y, w, h, dyn?, static?) Query bodies in rectangle
this.physics.overlapCirc(x, y, r, dyn?, static?) Query bodies in circle
Also: accelerateToObject , moveToObject , collideTiles , overlapTiles , enableUpdate , disableUpdate .
World ( this.physics.world )
Method Description
setBounds(x, y, w, h, left?, right?, up?, down?) Set boundary + edge checks
setBoundsCollision(left?, right?, up?, down?) Set which edges collide
setFPS(framerate) Change physics step rate
enable(object, bodyType?) Enable physics on object/group/array
disable(object) Disable physics on object/group/array
add(body) / remove(body) Add/remove Body from simulation
addCollider / addOverlap Create Collider (same args as factory)
removeCollider(collider) Remove Collider
pause() / resume() Pause/resume simulation
createDebugGraphic() Create debug rendering graphic
Body Methods
Method Description
setVelocity(x, y) / setVelocityX / setVelocityY Set velocity
setAcceleration(x, y) / setAccelerationX / Y Set acceleration
setMaxVelocity(x, y) / setMaxSpeed(speed) Velocity caps
setBounce(x, y) / setDrag(x, y) Bounce and drag
setDamping(bool) Enable damping mode
setFriction(x, y) / setGravity(x, y) Friction and per body gravity
setMass(val) / setImmovable(bool) / setPushable(bool) Mass and collision behavior
setSize(w, h, center?) / setOffset(x, y) Resize/offset body
setCircle(radius, offX?, offY?) Switch to circular body
setCollideWorldBounds(val, bX?, bY?) World bounds collision
setBoundsRectangle(rect) Custom bounds rectangle
setAllowGravity / setAllowDrag / setAllowRotation Toggle physics features
setEnable(val) Enable/disable body
setCollisionCategory / setCollidesWith / addCollidesWith / removeCollidesWith Category filtering
resetCollisionCategory() Reset to default (all)
reset(x, y) / stop() Reset position or zero velocity
Gotchas
1. debug: true in production Debug rendering is expensive. Always disable for release builds.
2. Static body transform changes After changing position, scale, or origin of a static body's Game Object, you must call body.reset() or gameObject.refreshBody() . Static bodies do not auto sync.
3. collide vs overlap collide performs separation (pushes bodies apart). overlap only detects intersection without moving anything. Use overlap for triggers like pickups.
4. Persistent Collider vs one shot this.physics.add.collider() creates a Collider checked every frame automatically. this.physics.collide() is a one shot check that must be called each frame in update() . Prefer persistent Colliders.
5. Events require opt in World events ( 'collide' , 'overlap' , 'worldbounds' ) only fire if the relevant body property (