physics-arcade

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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.

AI & Automation 957 stars 79 forks Updated today MIT

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Quality Score: 93/100

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Skill Content

# 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) {...

Details

Author
autonomous-ai
Repository
autonomous-ai/openharness
Created
1 months ago
Last Updated
today
Language
C
License
MIT

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