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,
- Use when the scene enables
physics: { default: 'arcade' }and code calls
world bounds, and collision/overlap resolution between sprites, groups, and tiles.
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
- Enable the world. Set `physics: { default: 'arcade', arcade: { gravity:
- Give a sprite a body. Create it with
this.physics.add.sprite(...)(dynamic) - Drive it through the body, not by setting
x/y. UsesetVelocity, - Resolve interactions.
this.physics.add.collider(a, b)separates bodies; - Group many objects. Use
this.physics.add.group()(dynamic) or - Check ground contact with
body.onFloor()/body.blocked.downbefore
{...}, debug: true } } in the game or scene config. Turn debug` on while building to see body outlines and velocity vectors.
or this.physics.add.staticImage(...) (static), or attach to an existing object with this.physics.add.existing(obj).
setAcceleration, gravity, setBounce, and setCollideWorldBounds. The engine integrates position from velocity each step (already frame-rate independent).
this.physics.add.overlap(a, b, cb) detects without separating (pickups, triggers). Pass a callback to react.
staticGroup() (platforms) so one collider call handles all members.
jumping. Run with debug: true and confirm bodies, contacts, and bounds.
Patterns
1. Enable Arcade Physics (game config)
const config = {
type: Phaser.AUTO,
width: 800, height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { x: 0, y: 600 }, // top-down? use { x: 0, y: 0 }
debug: false // true to draw bodies + velocity while building
}
},
scene: [PlayScene]
};
new Phaser.Game(config);
2. Top-down movement (velocity from input)
create() {
this.player = this.physics.add.sprite(400, 300, 'player');
this.player.setCollideWorldBounds(true);
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
const speed = 220;
const body = this.player.body;
body.setVelocity(0); // reset each frame
if (this.cursors.left.isDown) body.setVelocityX(-speed);
if (this.cursors.right.isDown) body.setVelocityX(speed);
if (this.cursors.up.isDown) body.setVelocityY(-speed);
if (this.cursors.down.isDown) body.setVelocityY(speed);
body.velocity.normalize().scale(speed); // keep diagonals same speed
}
3. Platformer jump (gravity + ground check)
create() {
this.player = this.physics.add.sprite(100, 450, 'player');
this.player.setCollideWorldBounds(true);
// Static platforms: one body each, never moved by collisions.
this.platforms = this.physics.add.staticGroup();
this.platforms.create(400, 568, 'ground');
this.physics.add.collider(this.player, this.platforms);
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
const onGround = this.player.body.blocked.down; // or this.player.body.onFloor()
if (this.cursors.left.isDown) this.player.setVelocityX(-160);
else if (this.cursors.right.isDown) this.player.setVelocityX(160);
else this.player.setVelocityX(0);
if (this.cursors.up.isDown && onGround) this.player.setVelocityY(-450);
}
4. Colliders vs overlaps (separate vs detect)
// Push apart and react: player vs enemies.
this.physics.add.collider(this.player, this.enemies, (player, enemy) => {
this.handleHit(player, enemy);
});
// Detect without pushing: collect coins. The 4th arg is an optional
// process callback returning a boolean to filter pairs before the main callback.
this.physics.add.overlap(this.player, this.coins, (player, coin) => {
coin.disableBody(true, true); // deactivate + hide
this.registry.inc('score', 10);
});
5. A group of moving objects
this.bullets = this.physics.add.group({
defaultKey: 'bullet',
maxSize: 30 // pool size; reuse instead of allocating
});
fire(x, y) {
const bullet = this.bullets.get(x, y); // reuses a dead bullet if available
if (!bullet) return;
bullet.enableBody(true, x, y, true, true);
bullet.setVelocityY(-500);
}
Pitfalls
- Sprite ignores physics → it was added with
this.add.spriteinstead of - Setting
sprite.xdirectly fights the engine → move dynamic bodies with - Diagonal movement is faster → independent X and Y velocities add up; normalise
- Platforms get pushed by the player → use a
staticGroup, or set onFloor()is always false → the body needs something to collide with; add the- Moved a static body but collisions are stale → static bodies don't auto-sync;
- Collider added every frame → register
collider/overlaponce increate,
this.physics.add.sprite (or this.physics.add.existing(obj)), so it has no body.
setVelocity/setAcceleration. Direct position writes can tunnel through colliders.
the velocity vector and rescale to the intended speed.
body.setImmovable(true) on a dynamic platform.
collider against the ground/platforms before checking, and ensure gravity is on.
call body.updateFromGameObject() (or refreshBody() on the game object).
not in update.
References
- For body anatomy and tuning (drag, bounce, max velocity, custom
setSize/
setCircle/setOffset hitboxes, collision categories/masks, and worldbounds events), read references/bodies-and-collision.md.
Related skills
phaser-core— game config, scenes, loader, cameras (the prerequisite setup).physics-tuning— engine-agnostic feel (fixed timestep, tunneling, jitter).platformer/tower-defense— genres that compose this skill.level-design— laying out tile/platform geometry these bodies collide with.