dev-phaser-physics-arcade

Implements velocity, collision, and gravity using Phaser 3 Arcade Physics.

1|Updated Mar 19, 2026
One-click install
npx skills add https://github.com/fiando/bake-tycoon --skill dev-phaser-physics-arcade-fiando
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: dev-phaser-physics-arcade
Source: https://github.com/fiando/bake-tycoon/tree/main/.github/skills/dev-phaser-physics-arcade
Command: npx skills add https://github.com/fiando/bake-tycoon --skill dev-phaser-physics-arcade-fiando

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires phaser.

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.

Frequently Asked Questions about dev-phaser-physics-arcade

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add collision detection in Phaser 3?▼

Use this.physics.add.collider() between two physics objects or groups for solid collisions, or this.physics.add.overlap() for trigger-style detection without physical response. Both accept optional callbacks for custom collision logic.

How to make a player jump only when touching the ground in Phaser?▼

Check the player's body.touching.down property before applying jump velocity. Set a negative Y velocity like player.setVelocityY(-330) only when this flag is true, which Phaser updates automatically during collision resolution.

Should I use Arcade or Matter physics in Phaser 3?▼

Use Arcade physics for platformers and top-down games because it is faster and simpler. Matter physics is only needed for realistic rigid-body simulation with rotation, complex polygons, and constraints.

Why does my scaled platform not collide correctly in Phaser?▼

Static physics bodies do not update automatically after scaling. Call refreshBody() on the static object after setScale() or position changes so the physics body matches the new visual dimensions.

How do I create one-way platforms in Phaser Arcade Physics?▼

Set the platform body's checkCollision.down to false while keeping checkCollision.up true. This lets the player jump through from below while still landing on top of the platform.