What problem does it solve? Writing manual collision detection and physics simulation in 2D games is error-prone, causes tunneling at high speeds, and lacks grounded-state tracking. This Skill replaces hand-rolled AABB logic with Phaser 3's Arcade Physics system. ## Core Features & Use Cases - Physics Bodies: Create dynamic sprites with velocity, acceleration, drag, bounce, and world bounds via this.physics.add.sprite(). - Collision Handling: Configure colliders for solid platforms and overlaps for triggers like coin collection, with process callbacks for conditional collision. - Platformer Controls: Implement grounded jump checks using body.touching.down, one-way platforms, moving platforms, and reusable controller components. - Use Case: Build a platformer where the player runs, jumps on static platforms, collects coins through overlap detection, and stomps enemies using collision callbacks that check relative positions. ## Quick Start Enable arcade physics in the Phaser game config with gravity, then create a physics sprite and add a collider against a static platform group.