skills/phaserjs/phaser/physics-arcade

physics-arcade

Installation
SKILL.md

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

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

// 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

// 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

// 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()).

// --- 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

// 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

// 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

// 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.

// Get unique category values from the physics plugin
const CAT_PLAYER = this.physics.nextCategory();   // 0x0002
const CAT_ENEMY  = this.physics.nextCategory();   // 0x0004
const CAT_BULLET = this.physics.nextCategory();   // 0x0008

// Assign categories to bodies or groups
player.setCollisionCategory(CAT_PLAYER);
enemy.setCollisionCategory(CAT_ENEMY);
bullet.setCollisionCategory(CAT_BULLET);

// Set what each body collides with
player.setCollidesWith([CAT_ENEMY]);              // player hits enemies only
enemy.setCollidesWith([CAT_PLAYER, CAT_BULLET]);  // enemies hit player + bullets
bullet.setCollidesWith([CAT_ENEMY]);              // bullets hit enemies only

// Add/remove individual categories from existing mask
player.addCollidesWith(CAT_BULLET);
player.removeCollidesWith(CAT_ENEMY);

// Check if a body will collide with a category
player.willCollideWith(CAT_ENEMY); // returns boolean

// Reset to default (collides with everything)
player.resetCollisionCategory();

// Works on Groups too
enemies.setCollisionCategory(CAT_ENEMY);
enemies.setCollidesWith([CAT_PLAYER, CAT_BULLET]);

Default: all bodies have category 0x0001 and collisionMask 1. Everything still collides with everything because (1 & 1) !== 0. PhysicsGroup defaults to mask 2147483647 (all bits). Call resetCollisionCategory() to set the mask to all bits after changing categories.

Configuration Reference

ArcadeWorldConfig -- passed via physics.arcade in GameConfig or SceneConfig:

Property Default Description
fps 60 Physics steps per second
fixedStep true Use fixed timestep vs render sync
timeScale 1 Simulation speed multiplier
gravity { x: 0, y: 0 } World gravity in px/sec
x, y 0 World bounds origin
width, height game size World bounds dimensions
checkCollision all true { up, down, left, right } edge collision
overlapBias 4 Overlap threshold for separation
tileBias 16 Tile overlap threshold
forceX false Separate horizontally first
isPaused false Start simulation paused
debug false Enable debug rendering
debugShowBody / debugShowStaticBody / debugShowVelocity true Debug display toggles
debugBodyColor / debugStaticBodyColor / debugVelocityColor 0xff00ff / 0x0000ff / 0x00ff00 Debug colors
maxEntries 16 RTree items per node
useTree true Use RTree for dynamic bodies
customUpdate false If true, call world.update() yourself

Scene-level config overrides game-level config (merged).

Events

All events are emitted on this.physics.world:

Event String Condition Callback Args
COLLIDE 'collide' Two bodies collide and at least one has onCollide = true (gameObject1, gameObject2, body1, body2)
OVERLAP 'overlap' Two bodies overlap and at least one has onOverlap = true (gameObject1, gameObject2, body1, body2)
WORLD_BOUNDS 'worldbounds' Body hits world edge and has onWorldBounds = true (body, up, down, left, right)
TILE_COLLIDE 'tilecollide' Body collides with a tile (gameObject, tile, body)
TILE_OVERLAP 'tileoverlap' Body overlaps a tile (gameObject, tile, body)
WORLD_STEP 'worldstep' After each physics step (delta)
PAUSE 'pause' World paused none
RESUME 'resume' World resumed none

Events require opt-in per body: set body.onCollide, body.onOverlap, or body.onWorldBounds to true.

API Quick Reference

Scene Plugin (this.physics)

Method Description
this.physics.add.sprite(x, y, key, frame) Create sprite with dynamic body
this.physics.add.image(x, y, key, frame) Create image with dynamic body
this.physics.add.staticSprite(x, y, key, frame) Sprite with static body
this.physics.add.staticImage(x, y, key, frame) Image with static body
this.physics.add.group(config) Dynamic physics group
this.physics.add.staticGroup(config) Static physics group
this.physics.add.existing(go, isStatic?) Add body to existing Game Object
this.physics.add.body(x, y, w?, h?) Standalone dynamic Body (no GO)
this.physics.add.staticBody(x, y, w?, h?) Standalone static Body (no GO)
this.physics.add.collider(a, b, cb?, proc?, ctx?) Persistent collider
this.physics.add.overlap(a, b, cb?, proc?, ctx?) Persistent overlap
this.physics.collide(a, b, cb?, proc?, ctx?) One-shot collision check
this.physics.overlap(a, b, cb?, proc?, ctx?) One-shot overlap check
this.physics.nextCategory() Next collision category bitmask
this.physics.pause() / resume() Pause/resume simulation
this.physics.accelerateTo(go, x, y, spd?, maxX?, maxY?) Accelerate toward point
this.physics.moveTo(go, x, y, spd?, maxTime?) Move toward point at speed
this.physics.velocityFromAngle(angle, speed?, vec2?) Angle (deg) to velocity
this.physics.velocityFromRotation(rot, speed?, vec2?) Rotation (rad) to velocity
this.physics.closest(source, targets?) Find nearest body
this.physics.furthest(source, targets?) Find farthest body
this.physics.overlapRect(x, y, w, h, dyn?, static?) Query bodies in rectangle
this.physics.overlapCirc(x, y, r, dyn?, static?) Query bodies in circle

Also: accelerateToObject, moveToObject, collideTiles, overlapTiles, enableUpdate, disableUpdate.

World (this.physics.world)

Method Description
setBounds(x, y, w, h, left?, right?, up?, down?) Set boundary + edge checks
setBoundsCollision(left?, right?, up?, down?) Set which edges collide
setFPS(framerate) Change physics step rate
enable(object, bodyType?) Enable physics on object/group/array
disable(object) Disable physics on object/group/array
add(body) / remove(body) Add/remove Body from simulation
addCollider / addOverlap Create Collider (same args as factory)
removeCollider(collider) Remove Collider
pause() / resume() Pause/resume simulation
createDebugGraphic() Create debug rendering graphic

Body Methods

Method Description
setVelocity(x, y) / setVelocityX / setVelocityY Set velocity
setAcceleration(x, y) / setAccelerationX / Y Set acceleration
setMaxVelocity(x, y) / setMaxSpeed(speed) Velocity caps
setBounce(x, y) / setDrag(x, y) Bounce and drag
setDamping(bool) Enable damping mode
setFriction(x, y) / setGravity(x, y) Friction and per-body gravity
setMass(val) / setImmovable(bool) / setPushable(bool) Mass and collision behavior
setSize(w, h, center?) / setOffset(x, y) Resize/offset body
setCircle(radius, offX?, offY?) Switch to circular body
setCollideWorldBounds(val, bX?, bY?) World bounds collision
setBoundsRectangle(rect) Custom bounds rectangle
setAllowGravity / setAllowDrag / setAllowRotation Toggle physics features
setEnable(val) Enable/disable body
setCollisionCategory / setCollidesWith / addCollidesWith / removeCollidesWith Category filtering
resetCollisionCategory() Reset to default (all)
reset(x, y) / stop() Reset position or zero velocity

Gotchas

  1. debug: true in production -- Debug rendering is expensive. Always disable for release builds.

  2. Static body transform changes -- After changing position, scale, or origin of a static body's Game Object, you must call body.reset() or gameObject.refreshBody(). Static bodies do not auto-sync.

  3. collide vs overlap -- collide performs separation (pushes bodies apart). overlap only detects intersection without moving anything. Use overlap for triggers like pickups.

  4. Persistent Collider vs one-shot -- this.physics.add.collider() creates a Collider checked every frame automatically. this.physics.collide() is a one-shot check that must be called each frame in update(). Prefer persistent Colliders.

  5. Events require opt-in -- World events ('collide', 'overlap', 'worldbounds') only fire if the relevant body property (onCollide, onOverlap, onWorldBounds) is set to true.

  6. Collision categories default -- By default all bodies have category 0x0001 and mask 1 (PhysicsGroup defaults to mask 2147483647). Call this.physics.nextCategory() to get new category values; max 32 categories total. After changing categories, use resetCollisionCategory() to set the mask to all bits.

  7. Group defaults only apply at creation -- PhysicsGroup defaults (like velocityX, bounceY) are applied when a member is added/created. Changing defaults later does not retroactively update existing members.

  8. customUpdate config -- Setting customUpdate: true in the arcade config stops the world from auto-updating on the Scene UPDATE event. You must call this.physics.world.update(time, delta) manually.

  9. useDamping drag values -- When useDamping is true, drag values should be small (e.g., 0.05) as they act as a multiplier. A value of 0.05 means the body keeps 5% of its velocity per second.

  10. Immovable vs pushable -- immovable = true means the body is never moved by collisions at all. pushable = false means the body reflects velocity back to the colliding body but can still be separated.

  11. Overlap with TilemapLayer -- When using overlapOnly with a TilemapLayer, every tile is checked regardless of collision settings on individual tiles.

  12. RTree threshold -- The RTree spatial index (enabled by default) becomes expensive to rebuild with very large numbers of dynamic bodies. Consider setting useTree: false for 5000+ dynamic bodies.

Source File Map

File Purpose
src/physics/arcade/ArcadePhysics.js Scene plugin (this.physics) -- collide, overlap, moveTo, accelerateTo, nextCategory
src/physics/arcade/World.js Physics world -- bodies, gravity, bounds, colliders, step loop, setBounds, addCollider
src/physics/arcade/Body.js Dynamic body -- velocity, acceleration, bounce, drag, gravity, mass, immovable, pushable
src/physics/arcade/StaticBody.js Static body -- immovable, no velocity, optimized RTree lookup
src/physics/arcade/Factory.js this.physics.add -- sprite, image, group, staticGroup, body, existing, collider, overlap
src/physics/arcade/Collider.js Collider object -- persistent collision/overlap check with callbacks
src/physics/arcade/PhysicsGroup.js Dynamic physics group with per-member defaults
src/physics/arcade/StaticPhysicsGroup.js Static physics group with auto-refresh
src/physics/arcade/components/index.js Body component mixins -- Acceleration, Angular, Bounce, Collision, Debug, Drag, Enable, Friction, Gravity, Immovable, Mass, Pushable, Size, Velocity
src/physics/arcade/components/Collision.js Collision category/mask methods -- setCollisionCategory, setCollidesWith, addCollidesWith, removeCollidesWith
src/physics/arcade/events/ Event constants -- COLLIDE, OVERLAP, WORLD_BOUNDS, TILE_COLLIDE, TILE_OVERLAP, WORLD_STEP, PAUSE, RESUME
src/physics/arcade/typedefs/ArcadeWorldConfig.js TypeDef for arcade physics config options
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