phaser-physics-matter

phaser-physics-matter is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 60 tokens per session (6,656 once invoked), scanned A, a copy of physics-matter, MIT.

A guide to using Matter.js, a physics system for simulating solid bodies and their interactions, in Phaser 4.

In plain words
What is it for?
Use it for rigid-body movement, constraints, compound objects, collision filtering, pointer dragging, and physics-based tilemaps.
Why use it?
It helps model detailed movement, collisions, joints, sensors, and connected groups of bodies.

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 for rigid-body movement, constraints, compound objects, collision filtering, pointer dragging, and physics-based tilemaps.

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Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-physics-matter
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-matter
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-matter

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-physics-matter"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-physics-matter.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 60 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,656 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 95% 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 $0.00060 $0.06656
Opus 5 $0.00030 $0.03328
Sonnet 5 $0.00012 $0.01331
Haiku 4.5 $0.00006 $0.00666

Measured 8d ago against content hash dfc37aa92014, 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-matter 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

95% identical to physics-matter — 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-matter/SKILL.md · 500 lines

How it starts

The opening of the file, as written. The whole thing — 500 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Matter.js Physics

Setting up and using Matter.js physics in Phaser 4 -- full-body physics with rigid bodies, compound bodies, constraints, composites, sensors, collision filtering, pointer dragging, tilemap integration, and debug rendering.

Key source paths: src/physics/matter-js/MatterPhysics.js, src/physics/matter-js/World.js, src/physics/matter-js/Factory.js, src/physics/matter-js/MatterSprite.js, src/physics/matter-js/MatterImage.js, src/physics/matter-js/MatterGameObject.js, src/physics/matter-js/PointerConstraint.js, src/physics/matter-js/MatterTileBody.js, src/physics/matter-js/components/, src/physics/matter-js/events/, src/physics/matter-js/typedefs/ Related skills: ../phaser-game-setup-and-config/SKILL.md, ../phaser-sprites-and-images/SKILL.md, ../phaser-physics-arcade/SKILL.md, ../phaser-tilemaps/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    create() {
        // Matter sprite (dynamic, has animation support)
        this.player = this.matter.add.sprite(400, 200, 'player');
        this.player.setBounce(0.5);
        this.player.setFriction(0.05);

        // Matter image (dynamic, no animation)
        const box = this.matter.add.image(300, 100, 'crate');

        // Static body from raw shape
        this.matter.add.rectangle(400, 580, 800, 40, { isStatic: true });

        // Enable pointer dragging on all bodies
        this.matter.add.mouseSpring();

        this.cursors = this.input.keyboard.createCursorKeys();
    }

    update() {
        if (this.cursors.left.isDown) {
            this.player.setVelocityX(-5);
        } else if (this.cursors.right.isDown) {
            this.player.setVelocityX(5);
        }
        if (this.cursors.up.isDown && this.player.body.velocity.y > -0.1) {
            this.player.setVelocityY(-10);
        }
    }
}

// Enable Matter physics in game config
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'matter',
        matter: {
            gravity: { y: 1 },
            enableSleeping: true,
            debug: true,
            setBounds: true    // walls around canvas edges
        }
    },
    scene: GameScene
};

const game = new Phaser.Game(config);

Read the full file on GitHub · 500 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 · 500 lines · 60 tokens per session scan A dfc37aa92014

Subscribe to this mod's changes

phaser-physics-matter is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 60 tokens to every session and 6,656 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to physics-matter, differing in 4 lines, and is treated as a copy.

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