Phaser physics and collisions
Makes movement, collisions and pickups follow the rules of your chosen Phaser physics engine. It checks body shapes and repeated contacts so one collision does not produce multiple gameplay effects.
phaser-arcade-matter-physics
See how it helpsWhen is it useful?
Use when platforms, triggers or projectiles behave differently from their visible sprites.
What does it help you do?
- Selects appropriate existing Arcade or Matter behavior and explicit units.
- Aligns bodies, offsets and collision categories with level changes.
- Prevents repeated overlap callbacks from duplicating damage or pickups.
Try asking this
In our side-scroller, add a moving platform, spikes and a collectible gem. Test contact over several frames and restarting beside the gem: damage follows the intended cooldown, the gem awards one point and the collision shape matches the artwork.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Phaser — arcade matter physics
Use when implementing Phaser movement, collision, triggers, platforms or physics configuration.
Version and project gate
Inspect Phaser major version, package lock, scene registry, renderer, scale configuration, Arcade/Matter plugins, loaders, animation keys and deployment base path. Phaser 2 States, Phaser 3 Scenes and newer APIs are not interchangeable. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Choose Arcade for the actual simple-body requirements or keep Matter when rigid-body behavior requires it. Declare world units, body offsets and collision categories. Distinguish overlap notifications from collision response and align static bodies after level changes. Use the installed world-step timing.
Deliver
A physics choice with body/filter settings and one reproducible gameplay obstacle course. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A scaled sprite and its body can diverge; overlap callbacks must not award damage or pickups more than intended.
Acceptance scenario
Exercise corners, one-way platforms, fast projectiles and a restarted level at varied render rates. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Kip. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
- https://docs.phaser.io/phaser/concepts/scenes
- https://docs.phaser.io/api-documentation/class/scene
- https://github.com/phaserjs/phaser/blob/master/skills/physics-arcade/SKILL.md
Task-specific official references
Included files 1
SKILL.md
