What problem does it solve? Setting up 2D physics in Phaser 4 games involves many moving parts: enabling the physics system in GameConfig, creating dynamic and static bodies, wiring collision detection, and tuning velocity, gravity, and bounce. This Skill provides the patterns and API reference needed to implement Arcade Physics correctly without digging through source code. ## Core Features & Use Cases - Physics Setup & Bodies: Enable Arcade Physics in GameConfig and create dynamic sprites, static platforms, physics groups, and standalone bodies via this.physics.add. - Collision Handling: Register persistent colliders and overlaps with callbacks, use one-shot collision checks, and filter collisions with category bitmasks. - Movement & World Control: Configure velocity, acceleration, drag, bounce, gravity, world bounds, and physics events like collide, overlap, and worldbounds. - Use Case: Build a platformer where the player sprite collides with static ground platforms, collects coins via overlap triggers, bounces off world bounds, and uses collision categories so enemy bullets only hit the player. ## Quick Start Ask the AI to create a Phaser 4 scene with Arcade Physics where a player sprite collides with static platforms and collects coins using overlap detection.