phaser-arcade-physics
Installation
SKILL.md
Phaser 3 Arcade Physics
Add movement and collision to a Phaser 3 game with the lightweight Arcade Physics engine (AABB rectangles and circles only). Targets Phaser 3.90.
When to use
- Use for top-down or platformer movement, velocity/acceleration/gravity, bouncing, world bounds, and collision/overlap resolution between sprites, groups, and tiles.
- Use when the scene enables
physics: { default: 'arcade' }and code callsthis.physics.add.*,body.setVelocity, orthis.physics.add.collider.
When not to use: the Game config, scene structure, asset loading, or
cameras → use phaser-core. Hinges, springs, complex polygons, or stacking
rigid bodies → use Matter physics (a different engine; Arcade and Matter bodies
do not interact). For engine-agnostic feel tuning see physics-tuning.