What problem does it solve? Setting up full rigid-body physics in Phaser 4 games requires coordinating Matter.js bodies, constraints, collision filters, and world configuration, which is error-prone without a structured reference. ## Core Features & Use Cases - Body and Game Object Creation: Create Matter sprites, images, rectangles, circles, polygons, vertex-based shapes, and compound bodies with configurable friction, restitution, mass, and sensors. - Constraints and Composites: Build joints, springs, world constraints, stacks, chains, soft bodies, cars, and Newton's cradles, plus pointer-based mouse dragging. - Collision Control and Events: Configure collision categories, groups, and masks, handle collisionstart/collisionend events, and integrate tilemap layers as static physics bodies. - Use Case: Build a platformer where the player is a Matter sprite with custom friction, enemies use collision categories so bullets skip the player, and the tilemap level is converted into static physics bodies. ## Quick Start Ask the AI to set up a Phaser 4 scene with Matter.js physics containing a draggable player sprite, static ground bounds, and collision events between the player and enemy bodies.