Agent skill

Physics Arcade

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when using Arcade Physics in Phaser 4.

MITAuto-check passedGame Development

Install Physics Arcade

skills CLI
$ npx skills add autonomous-ai/openharness --skill physics-arcade -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness physics-arcade --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/physics-arcade .claude/skills/physics-arcade && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
physics-arcade
GitHub stars
1.1k
Token cost
~5.8k tokens
SKILL.md length
1,588 words
Files
1
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when using Arcade Physics in Phaser 4.

  • Works in 12 steps: debug: true in production -- Debug… → Static body transform changes -- After… → collide vs overlap -- collide performs… → …
  • Using Arcade Physics in Phaser 4
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and Configuration Reference, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Physics Arcade is an agent skill from autonomous-ai/openharness. Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body.

Its SKILL.md is about 5.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Using Arcade Physics in Phaser 4

Example prompts

  • “/physics-arcade”

Workflow steps

12 steps, taken from the first numbered list in SKILL.md.

  1. debug: true in production -- Debug rendering is expensive. Always disable for release builds.
  2. Static body transform changes -- After changing position, scale, or origin of a static body's Game Object, you must call body.reset() or…
  3. collide vs overlap -- collide performs separation (pushes bodies apart). overlap only detects intersection without moving anything. Use…
  4. Persistent Collider vs one-shot -- this.physics.add.collider() creates a Collider checked every frame automatically…
  5. Events require opt-in -- World events ('collide', 'overlap', 'worldbounds') only fire if the relevant body property (onCollide, onOverlap…
  6. Collision categories default -- By default all bodies have category 0x0001 and mask 1 (PhysicsGroup defaults to mask 2147483647). Call…
  7. Group defaults only apply at creation -- PhysicsGroup defaults (like velocityX, bounceY) are applied when a member is added/created…
  8. customUpdate config -- Setting customUpdate: true in the arcade config stops the world from auto-updating on the Scene UPDATE event. You…
  9. useDamping drag values -- When useDamping is true, drag values should be small (e.g., 0.05) as they act as a multiplier. A value of 0.05…
  10. Immovable vs pushable -- immovable = true means the body is never moved by collisions at all. pushable = false means the body reflects…
  11. Overlap with TilemapLayer -- When using overlapOnly with a TilemapLayer, every tile is checked regardless of collision settings on…
  12. RTree threshold -- The RTree spatial index (enabled by default) becomes expensive to rebuild with very large numbers of dynamic bodies…

What it can do on your machine

Read from SKILL.md and the folder at commit 50da5db. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Physics Arcade loads about 5.8k tokens when it runs. Until then it costs about 77 tokens; SKILL.md has 1,588 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~77
When it runs · the whole SKILL.md, loaded when a task matches
~5.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit 50da5db, republished under its MIT licence (© autonomous-ai). 1,588 words, ~5,808 tokens.

Download SKILL.mdSave it as .claude/skills/physics-arcade/SKILL.md (or your agent's skills folder).
name
physics-arcade
description
Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body.

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

js
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.

  • gravity -- Vector2 applied to all dynamic bodies each step. Set via config or this.physics.world.gravity.y = 300.
  • bounds -- Rectangle defining the world boundary. Defaults to game canvas size.
  • bodies -- Set of all dynamic Body instances.
  • staticBodies -- Set of all StaticBody instances.
  • colliders -- ProcessQueue of registered Collider objects (from this.physics.add.collider / this.physics.add.overlap).
  • fps -- Physics steps per second (default 60). Read-only; change via world.setFPS(120).
  • fixedStep -- true (default) uses fixed timestep; false syncs to render fps.
  • timeScale -- Scaling factor: 1.0 = normal, 2.0 = half speed, 0.5 = double speed.
  • isPaused -- When true, no bodies update and no colliders run. Toggle via world.pause() / world.resume().
  • useTree -- true (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.
  • drawDebug -- Enables debug rendering when true. Set via config debug: true.
Bodies (Body)

A dynamic body is created automatically when you use this.physics.add.sprite() or this.physics.add.image(). Access it via gameObject.body.

Key properties (all on Body):

  • velocity -- Vector2, pixels/sec
  • acceleration -- Vector2, pixels/sec^2
  • drag -- Vector2, deceleration (applied only when acceleration is zero)
  • gravity -- Vector2, per-body gravity added to world gravity
  • bounce -- Vector2, rebound factor relative to 1
  • friction -- Vector2, default (1, 0) -- velocity imparted by immovable body to riding body
  • maxVelocity -- Vector2, default (10000, 10000) | maxSpeed -- scalar cap, default -1 (none)
  • mass -- default 1, affects collision momentum exchange
  • immovable -- false; if true, never moved by collisions
  • pushable -- true; if false, reflects velocity to colliding body
  • moves -- true; if false, position/rotation not updated by physics
  • enable -- true; false removes from simulation
  • useDamping -- false; when true, drag is a multiplier (0-1) instead of linear
  • collideWorldBounds -- false; onWorldBounds/onCollide/onOverlap -- false, set true to emit events

Shape: isCircle (set via setCircle), width/height, offset (Vector2), center (read-only midpoint).

Collision state (read-only, reset each step): touching / blocked / wasTouching -- { none, up, down, left, right }. embedded -- both overlapping with zero velocity.

Angular: angularVelocity (deg/sec), angularAcceleration, angularDrag, maxAngular (default 1000), allowRotation (default true).

Static Bodies (StaticBody)

A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.

  • Created via this.physics.add.staticSprite(), this.physics.add.staticImage(), or this.physics.add.staticGroup().
  • After changing the parent Game Object's position or scale, call body.reset() or gameObject.refreshBody() to sync.
  • Has collisionCategory and collisionMask like dynamic bodies.
  • Does not have velocity, acceleration, drag, or gravity properties.

Common Patterns

Enabling Physics on Existing Game Objects
js
// Add a physics body to any existing Game Object
this.physics.add.existing(mySprite);           // dynamic body
this.physics.add.existing(mySprite, true);     // static body

// Or enable via the world directly
this.physics.world.enable(mySprite);           // dynamic
this.physics.world.enable(mySprite, Phaser.Physics.Arcade.STATIC_BODY);
Creating Physics Sprites and Images
js
// Via the physics factory (this.physics.add)
const player = this.physics.add.sprite(100, 200, 'player');     // dynamic body
const coin = this.physics.add.image(300, 100, 'coin');          // dynamic body
const wall = this.physics.add.staticImage(400, 300, 'wall');    // static body
const platform = this.physics.add.staticSprite(400, 500, 'plat'); // static body

// Standalone bodies (no Game Object)
const sensor = this.physics.add.body(200, 200, 32, 32);        // dynamic Body
const zone = this.physics.add.staticBody(100, 100, 64, 64);    // static Body
Velocity and Gravity
js
// Direct velocity
player.setVelocity(200, -300);          // x=200 px/s, y=-300 px/s (upward)
player.setVelocityX(200);
player.body.velocity.set(200, -300);    // equivalent via Vector2

// Acceleration + max velocity
player.setAcceleration(100, 0);
player.setMaxVelocity(300, 600);

// Per-body gravity (added to world gravity)
player.body.gravity.y = 200;
player.body.allowGravity = false;       // exempt from world gravity

// Drag (applied only when acceleration is zero)
player.setDrag(300);                    // linear deceleration
player.body.useDamping = true;
player.setDrag(0.05);                   // damping mode: keeps 5% velocity/sec

// Bounce
player.setBounce(0.5);                  // both axes
player.setBounceY(1);                   // full vertical bounce
Collide and Overlap

Two approaches: persistent Colliders (checked every frame automatically) or one-shot checks (called in update()).

js
// --- Persistent Colliders (preferred) ---
// Created via this.physics.add.collider / this.physics.add.overlap
// Automatically checked every physics step

const collider = this.physics.add.collider(player, platforms);
const overlap = this.physics.add.overlap(player, coins, collectCoin, null, this);

function collectCoin (player, coin) {
    coin.disableBody(true, true); // disable physics and hide
}

// Collider management
collider.active = false;   // temporarily disable
collider.destroy();        // remove permanently

// With processCallback (must return boolean to allow collision)
this.physics.add.collider(player, enemies, onHit, canCollide, this);
function canCollide (player, enemy) {
    return !player.getData('invincible');
}

// --- One-shot checks (in update) ---
// Called manually each frame; no Collider object created

this.physics.collide(player, platforms);
this.physics.overlap(player, coins, collectCoin, null, this);

// Self-collision within a single group
this.physics.add.collider(enemies, enemies);
Groups
js
// Dynamic physics group -- members get dynamic bodies automatically
const bullets = this.physics.add.group({
    classType: Phaser.Physics.Arcade.Sprite,  // default: ArcadeSprite
    maxSize: 20,
    collideWorldBounds: true,
    bounceX: 1,
    bounceY: 1,
    velocityX: 200,
    velocityY: 0,
    allowGravity: false,
    immovable: false
});

// Static physics group -- members get static bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');
platforms.create(600, 400, 'ground');

// After modifying a static group member's transform, refresh:
platforms.create(400, 568, 'ground').setScale(2).refreshBody();

// Group velocity helpers
bullets.setVelocity(200, 0);       // all members
bullets.setVelocityX(200);
bullets.setVelocityY(0, 10);       // with step increment per member

PhysicsGroup config keys (applied as defaults to new members): collideWorldBounds, bounceX/Y, accelerationX/Y, dragX/Y, gravityX/Y, frictionX/Y, velocityX/Y, angularVelocity, angularAcceleration, angularDrag, maxVelocityX/Y, maxSpeed, mass, immovable, allowDrag, allowGravity, allowRotation, useDamping, enable.

World Bounds
js
// Set bounds size and which edges collide (left, right, up, down)
this.physics.world.setBounds(0, 0, 1600, 1200, true, true, false, true);
this.physics.world.setBoundsCollision(true, true, false, true); // edges only

// Per-body world bounds
player.setCollideWorldBounds(true);
player.body.setBoundsRectangle(new Phaser.Geom.Rectangle(100, 100, 600, 400));
player.body.worldBounce = new Phaser.Math.Vector2(0.5, 0.5);

// Detect world bounds hit via event (requires opt-in)
player.body.onWorldBounds = true;
this.physics.world.on('worldbounds', (body, up, down, left, right) => {
    console.log('Hit edge:', { up, down, left, right });
});
Body Properties
js
// Size and shape
player.body.setSize(24, 32, true);     // width, height, re-center on GO
player.body.setOffset(4, 0);           // offset from GO position
player.body.setCircle(16);             // circular body, radius 16
player.body.setCircle(16, 4, 4);       // circular with offset

// Collision behavior
player.body.setImmovable(true);        // not moved by collisions
player.body.setPushable(false);        // reflects velocity to collider
player.body.slideFactor.set(0, 0);     // Sokoban-style: stops after push
player.body.setMass(2);               // affects momentum exchange

// Enable / disable
player.disableBody(true, true);        // disable body + hide Game Object
player.enableBody(true, x, y, true, true); // re-enable at position + show

// Per-direction collision check
player.body.checkCollision.up = false; // don't collide from above
player.body.syncBounds = true;         // auto-sync size to texture
Collision Categories

Collision categories let you filter which bodies can collide with each other using bitmask values. Maximum 32 categories.

js
// Get unique category values from the physics plugin
const CAT_PLAYER = this.physics.nextCategory();   // 0x0002
const CAT_ENEMY  = this.physics.nextCategory();   // 0x0004
const CAT_BULLET = this.physics.nextCategory();   // 0x0008

// Assign categories to bodies or groups
player.setCollisionCategory(CAT_PLAYER);
enemy.setCollisionCategory(CAT_ENEMY);
bullet.setCollisionCategory(CAT_BULLET);

// Set what each body collides with
player.setCollidesWith([CAT_ENEMY]);              // player hits enemies only
enemy.setCollidesWith([CAT_PLAYER, CAT_BULLET]);  // enemies hit player + bullets
bullet.setCollidesWith([CAT_ENEMY]);              // bullets hit enemies only

// Add/remove individual categories from existing mask
player.addCollidesWith(CAT_BULLET);
player.removeCollidesWith(CAT_ENEMY);

// Check if a body will collide with a category
player.willCollideWith(CAT_ENEMY); // returns boolean

// Reset to default (collides with everything)
player.resetCollisionCategory();

// Works on Groups too
enemies.setCollisionCategory(CAT_ENEMY);
enemies.setCollidesWith([CAT_PLAYER, CAT_BULLET]);

Default: all bodies have category 0x0001 and collisionMask 1. Everything still collides with everything because (1 & 1) !== 0. PhysicsGroup defaults to mask 2147483647 (all bits). Call resetCollisionCategory() to set the mask to all bits after changing categories.

Configuration Reference

ArcadeWorldConfig -- passed via physics.arcade in GameConfig or SceneConfig:

PropertyDefaultDescription
fps60Physics steps per second
fixedSteptrueUse fixed timestep vs render sync
timeScale1Simulation speed multiplier
gravity{ x: 0, y: 0 }World gravity in px/sec
x, y0World bounds origin
width, heightgame sizeWorld bounds dimensions
checkCollisionall true{ up, down, left, right } edge collision
overlapBias4Overlap threshold for separation
tileBias16Tile overlap threshold
forceXfalseSeparate horizontally first
isPausedfalseStart simulation paused
debugfalseEnable debug rendering
debugShowBody / debugShowStaticBody / debugShowVelocitytrueDebug display toggles
debugBodyColor / debugStaticBodyColor / debugVelocityColor0xff00ff / 0x0000ff / 0x00ff00Debug colors
maxEntries16RTree items per node
useTreetrueUse RTree for dynamic bodies
customUpdatefalseIf true, call world.update() yourself

Scene-level config overrides game-level config (merged).

Events

All events are emitted on this.physics.world:

EventStringConditionCallback Args
COLLIDE'collide'Two bodies collide and at least one has onCollide = true(gameObject1, gameObject2, body1, body2)
OVERLAP'overlap'Two bodies overlap and at least one has onOverlap = true(gameObject1, gameObject2, body1, body2)
WORLD_BOUNDS'worldbounds'Body hits world edge and has onWorldBounds = true(body, up, down, left, right)
TILE_COLLIDE'tilecollide'Body collides with a tile(gameObject, tile, body)
TILE_OVERLAP'tileoverlap'Body overlaps a tile(gameObject, tile, body)
WORLD_STEP'worldstep'After each physics step(delta)
PAUSE'pause'World pausednone
RESUME'resume'World resumednone

Events require opt-in per body: set body.onCollide, body.onOverlap, or body.onWorldBounds to true.

API Quick Reference

Scene Plugin (this.physics)
MethodDescription
this.physics.add.sprite(x, y, key, frame)Create sprite with dynamic body
this.physics.add.image(x, y, key, frame)Create image with dynamic body
this.physics.add.staticSprite(x, y, key, frame)Sprite with static body
this.physics.add.staticImage(x, y, key, frame)Image with static body
this.physics.add.group(config)Dynamic physics group
this.physics.add.staticGroup(config)Static physics group
this.physics.add.existing(go, isStatic?)Add body to existing Game Object
this.physics.add.body(x, y, w?, h?)Standalone dynamic Body (no GO)
this.physics.add.staticBody(x, y, w?, h?)Standalone static Body (no GO)
this.physics.add.collider(a, b, cb?, proc?, ctx?)Persistent collider
this.physics.add.overlap(a, b, cb?, proc?, ctx?)Persistent overlap
this.physics.collide(a, b, cb?, proc?, ctx?)One-shot collision check
this.physics.overlap(a, b, cb?, proc?, ctx?)One-shot overlap check
this.physics.nextCategory()Next collision category bitmask
this.physics.pause() / resume()Pause/resume simulation
this.physics.accelerateTo(go, x, y, spd?, maxX?, maxY?)Accelerate toward point
this.physics.moveTo(go, x, y, spd?, maxTime?)Move toward point at speed
this.physics.velocityFromAngle(angle, speed?, vec2?)Angle (deg) to velocity
this.physics.velocityFromRotation(rot, speed?, vec2?)Rotation (rad) to velocity
this.physics.closest(source, targets?)Find nearest body
this.physics.furthest(source, targets?)Find farthest body
this.physics.overlapRect(x, y, w, h, dyn?, static?)Query bodies in rectangle
this.physics.overlapCirc(x, y, r, dyn?, static?)Query bodies in circle

Also: accelerateToObject, moveToObject, collideTiles, overlapTiles, enableUpdate, disableUpdate.

Show full SKILL.md (617 more words)Show less
World (this.physics.world)
MethodDescription
setBounds(x, y, w, h, left?, right?, up?, down?)Set boundary + edge checks
setBoundsCollision(left?, right?, up?, down?)Set which edges collide
setFPS(framerate)Change physics step rate
enable(object, bodyType?)Enable physics on object/group/array
disable(object)Disable physics on object/group/array
add(body) / remove(body)Add/remove Body from simulation
addCollider / addOverlapCreate Collider (same args as factory)
removeCollider(collider)Remove Collider
pause() / resume()Pause/resume simulation
createDebugGraphic()Create debug rendering graphic
Body Methods
MethodDescription
setVelocity(x, y) / setVelocityX / setVelocityYSet velocity
setAcceleration(x, y) / setAccelerationX / YSet acceleration
setMaxVelocity(x, y) / setMaxSpeed(speed)Velocity caps
setBounce(x, y) / setDrag(x, y)Bounce and drag
setDamping(bool)Enable damping mode
setFriction(x, y) / setGravity(x, y)Friction and per-body gravity
setMass(val) / setImmovable(bool) / setPushable(bool)Mass and collision behavior
setSize(w, h, center?) / setOffset(x, y)Resize/offset body
setCircle(radius, offX?, offY?)Switch to circular body
setCollideWorldBounds(val, bX?, bY?)World bounds collision
setBoundsRectangle(rect)Custom bounds rectangle
setAllowGravity / setAllowDrag / setAllowRotationToggle physics features
setEnable(val)Enable/disable body
setCollisionCategory / setCollidesWith / addCollidesWith / removeCollidesWithCategory filtering
resetCollisionCategory()Reset to default (all)
reset(x, y) / stop()Reset position or zero velocity

Gotchas

  1. debug: true in production -- Debug rendering is expensive. Always disable for release builds.

  2. Static body transform changes -- After changing position, scale, or origin of a static body's Game Object, you must call body.reset() or gameObject.refreshBody(). Static bodies do not auto-sync.

  3. collide vs overlap -- collide performs separation (pushes bodies apart). overlap only detects intersection without moving anything. Use overlap for triggers like pickups.

  4. Persistent Collider vs one-shot -- this.physics.add.collider() creates a Collider checked every frame automatically. this.physics.collide() is a one-shot check that must be called each frame in update(). Prefer persistent Colliders.

  5. Events require opt-in -- World events ('collide', 'overlap', 'worldbounds') only fire if the relevant body property (onCollide, onOverlap, onWorldBounds) is set to true.

  6. Collision categories default -- By default all bodies have category 0x0001 and mask 1 (PhysicsGroup defaults to mask 2147483647). Call this.physics.nextCategory() to get new category values; max 32 categories total. After changing categories, use resetCollisionCategory() to set the mask to all bits.

  7. Group defaults only apply at creation -- PhysicsGroup defaults (like velocityX, bounceY) are applied when a member is added/created. Changing defaults later does not retroactively update existing members.

  8. customUpdate config -- Setting customUpdate: true in the arcade config stops the world from auto-updating on the Scene UPDATE event. You must call this.physics.world.update(time, delta) manually.

  9. useDamping drag values -- When useDamping is true, drag values should be small (e.g., 0.05) as they act as a multiplier. A value of 0.05 means the body keeps 5% of its velocity per second.

  10. Immovable vs pushable -- immovable = true means the body is never moved by collisions at all. pushable = false means the body reflects velocity back to the colliding body but can still be separated.

  11. Overlap with TilemapLayer -- When using overlapOnly with a TilemapLayer, every tile is checked regardless of collision settings on individual tiles.

  12. RTree threshold -- The RTree spatial index (enabled by default) becomes expensive to rebuild with very large numbers of dynamic bodies. Consider setting useTree: false for 5000+ dynamic bodies.

Source File Map

FilePurpose
src/physics/arcade/ArcadePhysics.jsScene plugin (this.physics) -- collide, overlap, moveTo, accelerateTo, nextCategory
src/physics/arcade/World.jsPhysics world -- bodies, gravity, bounds, colliders, step loop, setBounds, addCollider
src/physics/arcade/Body.jsDynamic body -- velocity, acceleration, bounce, drag, gravity, mass, immovable, pushable
src/physics/arcade/StaticBody.jsStatic body -- immovable, no velocity, optimized RTree lookup
src/physics/arcade/Factory.jsthis.physics.add -- sprite, image, group, staticGroup, body, existing, collider, overlap
src/physics/arcade/Collider.jsCollider object -- persistent collision/overlap check with callbacks
src/physics/arcade/PhysicsGroup.jsDynamic physics group with per-member defaults
src/physics/arcade/StaticPhysicsGroup.jsStatic physics group with auto-refresh
src/physics/arcade/components/index.jsBody component mixins -- Acceleration, Angular, Bounce, Collision, Debug, Drag, Enable, Friction, Gravity, Immovable, Mass, Pushable, Size, Velocity
src/physics/arcade/components/Collision.jsCollision category/mask methods -- setCollisionCategory, setCollidesWith, addCollidesWith, removeCollidesWith
src/physics/arcade/events/Event constants -- COLLIDE, OVERLAP, WORLD_BOUNDS, TILE_COLLIDE, TILE_OVERLAP, WORLD_STEP, PAUSE, RESUME
src/physics/arcade/typedefs/ArcadeWorldConfig.jsTypeDef for arcade physics config options

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in store/agents/phaser/skills/physics-arcade of autonomous-ai/openharness.

Open the folder on GitHubat commit 50da5db

Compare with similar skills

Physics Arcade next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Physics Arcade this skillautonomous-ai/openharness1.1k—~5.8kAutomated safety check: PassMIT
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Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Physics Arcade

What does Physics Arcade do?

A skill your agent uses when using Arcade Physics in Phaser 4. Physics Arcade is an agent skill from autonomous-ai/openharness. Use this skill when using Arcade Physics in Phaser 4.

When should I use Physics Arcade?

Physics Arcade fits situations like: using Arcade Physics in Phaser 4.

How do I install Physics Arcade in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill physics-arcade -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/physics-arcade in autonomous-ai/openharness) into .claude/skills/physics-arcade in your project. Claude Code loads it when a task matches its description.

How do I install Physics Arcade in Codex?

Run `npx skills add autonomous-ai/openharness --skill physics-arcade -a codex`. Or copy the skill folder (store/agents/phaser/skills/physics-arcade in autonomous-ai/openharness) into .agents/skills/physics-arcade in your project. Codex loads it when a task matches its description.

Can I use Physics Arcade in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill physics-arcade -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/physics-arcade, .gemini/skills/physics-arcade, .github/skills/physics-arcade and .opencode/skills/physics-arcade in your project.

What does Physics Arcade need to run?

SKILL.md names no scripts, command-line tools or credentials: Physics Arcade is instructions for the agent only.

Does Physics Arcade access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Physics Arcade safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Physics Arcade use?

Physics Arcade is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Physics Arcade use?

About 5.8k tokens (SKILL.md is roughly 23k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Physics Arcade?

Skills that share tags, products or a category with Physics Arcade: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Physics Arcade?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,149 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 8, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.