phaser-arcade-physics

phaser-arcade-physics is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 100 tokens per session (1,762 once invoked), scanned A, original, Apache-2.0.

A guide to Phaser Arcade Physics, the lightweight system that gives game objects movement, gravity, and simple collision handling.

In plain words
What is it for?
Use it for top-down games and platformers that need velocity, acceleration, gravity, bouncing, world bounds, collisions, or overlaps.
Why use it?
It explains how to make sprites and groups move and interact, including collisions with other objects and the edges of the game world.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the web-engines plugin — 6 skills shipped together , and of gamedev

Good fit Use it for top-down games and platformers that need velocity, acceleration, gravity, bouncing, world bounds, collisions, or overlaps.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics
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 gamedev-skills/awesome-gamedev-agent-skills --skill phaser-arcade-physics
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install web-engines, the plugin that ships this one along with the rest of its 6 skills.

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-arcade-physics

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/phaser-arcade-physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 100 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,762 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. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00100 $0.01762
Opus 5 $0.00050 $0.00881
Sonnet 5 $0.00020 $0.00352
Haiku 4.5 $0.00010 $0.00176

Measured 9d ago against content hash 4b7186f03c23, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

phaser-arcade-physics 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 9d 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.

skills/web-engines/phaser-arcade-physics/SKILL.md · 176 lines

How it starts

The opening of the file, as written. The whole thing — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser 4 Arcade Physics

Add movement and collision to a Phaser game with the lightweight Arcade Physics engine (AABB rectangles and circles only). Targets Phaser 4.2 for new projects; inspect the installed major before editing an existing project.

When to use

  • Use for top-down or platformer movement, velocity/acceleration/gravity, bouncing, world bounds, and collision/overlap resolution between sprites, groups, and tiles.
  • Use when the scene enables physics: { default: 'arcade' } and code calls this.physics.add.*, body.setVelocity, or this.physics.add.collider.

When not to use: the Game config, scene structure, asset loading, or cameras → use phaser-core. Hinges, springs, complex polygons, or stacking rigid bodies → use Matter physics (a different engine; Arcade and Matter bodies do not interact). For engine-agnostic feel tuning see physics-tuning.

Core workflow

  1. Enable the world. Set physics: { default: 'arcade', arcade: { gravity: {...}, debug: true } } in the game or scene config. Turn debug on while building to see body outlines and velocity vectors.
  2. Give a sprite a body. Create it with this.physics.add.sprite(...) (dynamic) or this.physics.add.staticImage(...) (static), or attach to an existing object with this.physics.add.existing(obj).
  3. Drive it through the body, not by setting x/y. Use setVelocity, setAcceleration, gravity, setBounce, and setCollideWorldBounds. The engine integrates position from velocity each step (already frame-rate independent).
  4. Resolve interactions. this.physics.add.collider(a, b) separates bodies; this.physics.add.overlap(a, b, cb) detects without separating (pickups, triggers). Pass a callback to react.
  5. Group many objects. Use this.physics.add.group() (dynamic) or staticGroup() (platforms) so one collider call handles all members.
  6. Check ground contact with body.onFloor() / body.blocked.down before jumping. Run with debug: true and confirm bodies, contacts, and bounds.

Read the full file on GitHub · 176 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 9d ago First seen · 176 lines · 100 tokens per session scan A 4b7186f03c23

Subscribe to this mod's changes

phaser-arcade-physics is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 100 tokens to every session and 1,762 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.