- name
- physics-arcade
- description
- Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body.
# Arcade Physics
> Setting up and using Arcade Physics in Phaser 4 -- enabling physics in GameConfig, creating physics-enabled sprites/images/groups, velocity, acceleration, gravity, collisions (collide/overlap), world bounds, body properties, and collision categories.
**Key source paths:** `src/physics/arcade/ArcadePhysics.js`, `src/physics/arcade/World.js`, `src/physics/arcade/Body.js`, `src/physics/arcade/StaticBody.js`, `src/physics/arcade/Factory.js`, `src/physics/arcade/components/`, `src/physics/arcade/events/`
**Related skills:** ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../tilemaps/SKILL.md, ../groups-and-containers/SKILL.md
## Quick Start
```js
class GameScene extends Phaser.Scene {
create() {
// Physics sprite (dynamic body, affected by gravity)
this.player = this.physics.add.sprite(100, 300, 'player');
this.player.setCollideWorldBounds(true);
this.player.setBounce(0.2);
// Static group (immovable platforms)
this.platforms = this.physics.add.staticGroup();
this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Register a persistent collider (checked every frame automatically)
this.physics.add.collider(this.player, this.platforms);
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
if (this.cursors.left.isDown) {
this.player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(160);
} else {
this.player.setVelocityX(0);
}
}
}
// Enable Arcade Physics in game config
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: GameScene
};
const game = new Phaser.Game(config);
```
## Core Concepts
### World (`this.physics.world`)
The `Phaser.Physics.Arcade.World` manages all bodies in the simulation. Accessed via `this.physics.world` in a Scene.
- **gravity** -- `Vector2` applied to all dynamic bodies each step. Set via config or `this.physics.world.gravity.y = 300`.
- **bounds** -- `Rectangle` defining the world boundary. Defaults to game canvas size.
- **bodies** -- `Set` of all dynamic `Body` instances.
- **staticBodies** -- `Set` of all `StaticBody` instances.
- **colliders** -- `ProcessQueue` of registered `Collider` objects (from `this.physics.add.collider` / `this.physics.add.overlap`).
- **fps** -- Physics steps per second (default 60). Read-only; change via `world.setFPS(120)`.
- **fixedStep** -- `true` (default) uses fixed timestep; `false` syncs to render fps.
- **timeScale** -- Scaling factor: 1.0 = normal, 2.0 = half speed, 0.5 = double speed.
- **isPaused** -- When true, no bodies update and no colliders run. Toggle via `world.pause()` / `world.resume()`.
- **useTree** -- `true` (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.
- **drawDebug** -- Enables debug rendering when `true`. Set via config `debug: true`.
### Bodies (`Body`)
A dynamic body is created automatically when you use `this.physics.add.sprite()` or `this.physics.add.image()`. Access it via `gameObject.body`.
Key properties (all on `Body`):
- **velocity** -- `Vector2`, pixels/sec
- **acceleration** -- `Vector2`, pixels/sec^2
- **drag** -- `Vector2`, deceleration (applied only when acceleration is zero)
- **gravity** -- `Vector2`, per-body gravity added to world gravity
- **bounce** -- `Vector2`, rebound factor relative to 1
- **friction** -- `Vector2`, default `(1, 0)` -- velocity imparted by immovable body to riding body
- **maxVelocity** -- `Vector2`, default `(10000, 10000)` | **maxSpeed** -- scalar cap, default `-1` (none)
- **mass** -- default `1`, affects collision momentum exchange
- **immovable** -- `false`; if `true`, never moved by collisions
- **pushable** -- `true`; if `false`, reflects velocity to colliding body
- **moves** -- `true`; if `false`, position/rotation not updated by physics
- **enable** -- `true`; `false` removes from simulation
- **useDamping** -- `false`; when `true`, drag is a multiplier (0-1) instead of linear
- **collideWorldBounds** -- `false`; **onWorldBounds/onCollide/onOverlap** -- `false`, set `true` to emit events
Shape: **isCircle** (set via `setCircle`), **width/height**, **offset** (`Vector2`), **center** (read-only midpoint).
Collision state (read-only, reset each step): **touching** / **blocked** / **wasTouching** -- `{ none, up, down, left, right }`. **embedded** -- both overlapping with zero velocity.
Angular: **angularVelocity** (deg/sec), **angularAcceleration**, **angularDrag**, **maxAngular** (default 1000), **allowRotation** (default true).
### Static Bodies (`StaticBody`)
A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.
- Created via `this.physics.add.staticSprite()`, `this.physics.add.staticImage()`, or `this.physics.add.staticGroup()`.
- After changing the parent Game Object's position or scale, call `body.reset()` or `gameObject.refreshBody()` to sync.
- Has `collisionCategory` and `collisionMask` like dynamic bodies.
- Does not have velocity, acceleration, drag, or gravity properties.
## Common Patterns
### Enabling Physics on Existing Game Objects
```js
// Add a physics body to any existing Game Object
this.physics.add.existing(mySprite); // dynamic body
this.physics.add.existing(mySprite, true); // static body
// Or enable via the world directly
this.physics.world.enable(mySprite); // dynamic
this.physics.world.enable(mySprite, Phaser.Physics.Arcade.STATIC_BODY);
```
### Creating Physics Sprites and Images
```js
// Via the physics factory (this.physics.add)
const player = this.physics.add.sprite(100, 200, 'player'); // dynamic body
const coin = this.physics.add.image(300, 100, 'coin'); // dynamic body
const wall = this.physics.add.staticImage(400, 300, 'wall'); // static body
const platform = this.physics.add.staticSprite(400, 500, 'plat'); // static body
// Standalone bodies (no Game Object)
const sensor = this.physics.add.body(200, 200, 32, 32); // dynamic Body
const zone = this.physics.add.staticBody(100, 100, 64, 64); // static Body
```
### Velocity and Gravity
```js
// Direct velocity
player.setVelocity(200, -300); // x=200 px/s, y=-300 px/s (upward)
player.setVelocityX(200);
player.body.velocity.set(200, -300); // equivalent via Vector2
// Acceleration + max velocity
player.setAcceleration(100, 0);
player.setMaxVelocity(300, 600);
// Per-body gravity (added to world gravity)
player.body.gravity.y = 200;
player.body.allowGravity = false; // exempt from world gravity
// Drag (applied only when acceleration is zero)
player.setDrag(300); // linear deceleration
player.body.useDamping = true;
player.setDrag(0.05); // damping mode: keeps 5% velocity/sec
// Bounce
player.setBounce(0.5); // both axes
player.setBounceY(1); // full vertical bounce
```
### Collide and Overlap
Two approaches: **persistent Colliders** (checked every frame automatically) or **one-shot checks** (called in `update()`).
```js
// --- Persistent Colliders (preferred) ---
// Created via this.physics.add.collider / this.physics.add.overlap
// Automatically checked every physics step
const collider = this.physics.add.collider(player, platforms);
const overlap = this.physics.add.overlap(player, coins, collectCoin, null, this);
function collectCoin (player, coin) {
coin.disableBody(true, true); // disable physics and hide
}
// Collider management
collider.active = false; // temporarily disable
collider.destroy(); // remove permanently
// With processCallback (must return boolean to allow collision)
this.physics.add.collider(player, enemies, onHit, canCollide, this);
function canCollide (player, enemy) {
return !player.getData('invincible');
}
// --- One-shot checks (in update) ---
// Called manually each frame; no Collider object created
this.physics.collide(player, platforms);
this.physics.overlap(player, coins, collectCoin, null, this);
// Self-collision within a single group
this.physics.add.collider(enemies, enemies);
```
### Groups
```js
// Dynamic physics group -- members get dynamic bodies automatically
const bullets = this.physics.add.group({
classType: Phaser.Physics.Arcade.Sprite, // default: ArcadeSprite
maxSize: 20,
collideWorldBounds: true,
bounceX: 1,
bounceY: 1,
velocityX: 200,
velocityY: 0,
allowGravity: false,
immovable: false
});
// Static physics group -- members get static bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');
platforms.create(600, 400, 'ground');
// After modifying a static group member's transform, refresh:
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Group velocity helpers
bullets.setVelocity(200, 0); // all members
bullets.setVelocityX(200);
bullets.setVelocityY(0, 10); // with step increment per member
```
PhysicsGroup config keys (applied as defaults to new members): `collideWorldBounds`, `bounceX/Y`, `accelerationX/Y`, `dragX/Y`, `gravityX/Y`, `frictionX/Y`, `velocityX/Y`, `angularVelocity`, `angularAcceleration`, `angularDrag`, `maxVelocityX/Y`, `maxSpeed`, `mass`, `immovable`, `allowDrag`, `allowGravity`, `allowRotation`, `useDamping`, `enable`.
### World Bounds
```js
// Set bounds size and which edges collide (left, right, up, down)
this.physics.world.setBounds(0, 0, 1600, 1200, true, true, false, true);
this.physics.world.setBoundsCollision(true, true, false, true); // edges only
// Per-body world bounds
player.setCollideWorldBounds(true);
player.body.setBoundsRectangle(new Phaser.Geom.Rectangle(100, 100, 600, 400));
player.body.worldBounce = new Phaser.Math.Vector2(0.5, 0.5);
// Detect world bounds hit via event (requires opt-in)
player.body.onWorldBounds = true;
this.physics.world.on('worldbounds', (body, up, down, left, right) => {
console.log('Hit edge:', { up, down, left, right });
});
```
### Body Properties
```js
// Size and shape
player.body.setSize(24, 32, true); // width, height, re-center on GO
player.body.setOffset(4, 0); // offset from GO position
player.body.setCircle(16); // circular body, radius 16
player.body.setCircle(16, 4, 4); // circular with offset
// Collision behavior
player.body.setImmovable(true); // not moved by collisions
player.body.setPushable(false); // reflects velocity to collider
player.body.slideFactor.set(0, 0); // Sokoban-style: stops after push
player.body.setMass(2); // affects momentum exchange
// Enable / disable
player.disableBody(true, true); // disable body + hide Game Object
player.enableBody(true, x, y, true, true); // re-enable at position + show
// Per-direction collision check
player.body.checkCollision.up = false; // don't collide from above
player.body.syncBounds = true; // auto-sync size to texture
```
### Collision Categories
Collision categories let you filter which bodies can collide with each other using bitmask values. Maximum 32 categories.
```js
// Get unique category values from the physics plugin
const CAT_PLAYER = this.physics.nextCategory(); // 0x0002
const CAT_ENEMY = this.physics.nextCategory(); // 0x0004
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