physics-arcade

physics-arcade is a skill for Claude Code, Codex from phaserjs/phaser. It costs 65 tokens per session (6,000 once invoked), scanned A, original, MIT.

A guide to Phaser 4's simple physics system for movement, gravity, collisions, overlaps, bouncing, and world boundaries.

In plain words
What is it for?
Use it for player movement, platforms, falling objects, projectiles, enemies, collision groups, and stationary obstacles.
Why use it?
It provides the rules needed to make objects move and react when they touch other objects or the edges of the game world.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for player movement, platforms, falling objects, projectiles, enemies, collision groups, and stationary obstacles.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/phaserjs/phaser/physics-arcade
About the project

Phaser is an open-source 2D game framework for creating HTML5 games that run in desktop and mobile web browsers with Canvas or WebGL rendering. JavaScript and TypeScript developers use it to build browser games and games distributed through platforms such as YouTube, Discord, Reddit, and Twitch. The catalogue skills support coding-agent workflows for Phaser projects.

phaserjs/phaser · 40,485 stars · on GitHub · phaser.io

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 phaserjs/phaser --skill physics-arcade
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

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 physics-arcade

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/phaserjs/phaser/physics-arcade"><img src="https://agentmods.dev/badge/skills/phaserjs/phaser/physics-arcade.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,000 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. ✓ AI security review Sonnet 5 · 6 Sept 2026 📄 Read the review Third-party audits
  • Socket pass 15 Sept 2026
  • Snyk pass 15 Sept 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 $0.00065 $0.06000
Opus 5.5 $0.00026 $0.02400
Sonnet 5.5 $0.00013 $0.01200
Haiku 4.5 $0.00006 $0.00600

Measured 1mo ago against content hash ebee7a1c98dd, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

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 1mo 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

Copies of this mod

1 near-identical copy found in the catalogue:

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

The Phaser.Physics.Arcade.World manages all bodies in the simulation. Accessed via this.physics.world in a Scene.

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. 1mo ago First seen · 469 lines · 65 tokens per session scan A ebee7a1c98dd

Subscribe to this mod's changes

physics-arcade is a skill published in the GitHub repository phaserjs/phaser (40,485 stars, last pushed 1mo ago), licensed MIT. It adds 65 tokens to every session and 6,000 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-08-30.

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