physics-matter

Guidance for using Matter.js, a physics engine that simulates solid objects and their movement, in Phaser 4. It covers bodies, joints, sensors, collision rules, and complex shapes.

In plain words
What is it for?
Use it for rigid bodies, compound objects, constraints and joints, sensors, filtered collisions, draggable objects, debug views, and physics-based tilemap interactions.
Why use it?
It helps you build interactions where objects bump, balance, connect, slide, or respond to forces without implementing the physics yourself.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/phaserjs/phaser/physics-matter
Any agent
npx skills add phaserjs/phaser --skill physics-matter
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,642 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00057 $0.06642
Opus 5 $0.00028 $0.03321
Sonnet 5 $0.00011 $0.01328
Haiku 4.5 $0.00006 $0.00664

Measured yesterday against content hash 99b889df86e6, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

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 yesterday.

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/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: ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../physics-arcade/SKILL.md, ../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. yesterday First seen · 500 lines · 57 tokens per session scan A 99b889df86e6

Subscribe to this mod's changes

physics-matter is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 57 tokens to every session and 6,642 once invoked, about $0.0003 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 2026-08-30.

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