phaser-physics-arcade

phaser-physics-arcade is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 68 tokens per session (6,014 once invoked), scanned A, a copy of physics-arcade, MIT.

A guide to Arcade Physics, Phaser's simpler physics system for movement, gravity, collisions, overlaps, and world boundaries.

In plain words
What is it for?
Use it to make sprites and groups move, bounce, collide, overlap, respond to gravity, and stay within the game world.
Why use it?
It helps add common platformer and arcade-style movement without building collision handling from scratch.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to make sprites and groups move, bounce, collide, overlap, respond to gravity, and stay within the game world.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-physics-arcade
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-physics-arcade
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for phaser-physics-arcade

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-physics-arcade/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-physics-arcade)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-physics-arcade"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-physics-arcade/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for phaser-physics-arcade

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-physics-arcade"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-physics-arcade.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,014 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 91% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00068 $0.06014
Opus 5 $0.00034 $0.03007
Sonnet 5 $0.00014 $0.01203
Haiku 4.5 $0.00007 $0.00601

Measured 8d ago against content hash 6b2f62c5e38a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-physics-arcade scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

91% identical to physics-arcade — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-physics-arcade/SKILL.md · 469 lines

How it starts

The opening of the file, as written. The whole thing — 469 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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: ../phaser-game-setup-and-config/SKILL.md, ../phaser-sprites-and-images/SKILL.md, ../phaser-tilemaps/SKILL.md, ../phaser-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)

Read the full file on GitHub · 469 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 469 lines · 68 tokens per session scan A 6b2f62c5e38a

Subscribe to this mod's changes

phaser-physics-arcade is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 68 tokens to every session and 6,014 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to physics-arcade, differing in 4 lines, and is treated as a copy.

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