Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
A skill your agent uses when using Arcade Physics in Phaser 4.
$ npx skills add autonomous-ai/openharness --skill physics-arcade -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install autonomous-ai/openharness physics-arcade --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "physics-arcade" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/physics-arcade into .claude/skills/physics-arcade/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-arcade", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/physics-arcadeType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add autonomous-ai/openharness --skill physics-arcade -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install autonomous-ai/openharness physics-arcade --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/store/agents/phaser/skills/physics-arcade .agents/skills/physics-arcade && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "physics-arcade" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/physics-arcade into .agents/skills/physics-arcade/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-arcade", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill physics-arcade -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install autonomous-ai/openharness physics-arcade --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/store/agents/phaser/skills/physics-arcade .cursor/skills/physics-arcade && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "physics-arcade" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/physics-arcade into .cursor/skills/physics-arcade/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-arcade", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/autonomous-ai/openharness.git --path store/agents/phaser/skills/physics-arcade--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add autonomous-ai/openharness --skill physics-arcade -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install autonomous-ai/openharness physics-arcade --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/store/agents/phaser/skills/physics-arcade .gemini/skills/physics-arcade && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "physics-arcade" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/physics-arcade into .gemini/skills/physics-arcade/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-arcade", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install autonomous-ai/openharness physics-arcadeInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add autonomous-ai/openharness --skill physics-arcade -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .github/skills && cp -r skills-src/store/agents/phaser/skills/physics-arcade .github/skills/physics-arcade && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "physics-arcade" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/physics-arcade into .github/skills/physics-arcade/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-arcade", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill physics-arcade -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install autonomous-ai/openharness physics-arcade --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/store/agents/phaser/skills/physics-arcade .opencode/skills/physics-arcade && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "physics-arcade" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/physics-arcade into .opencode/skills/physics-arcade/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-arcade", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
physics-arcadeA 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. 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.
12 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 50da5db. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from autonomous-ai/openharness at commit 50da5db, republished under its MIT licence (© autonomous-ai). 1,588 words, ~5,808 tokens.
.claude/skills/physics-arcade/SKILL.md (or your agent's skills folder).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
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);this.physics.world)The Phaser.Physics.Arcade.World manages all bodies in the simulation. Accessed via this.physics.world in a Scene.
Vector2 applied to all dynamic bodies each step. Set via config or this.physics.world.gravity.y = 300.Rectangle defining the world boundary. Defaults to game canvas size.Set of all dynamic Body instances.Set of all StaticBody instances.ProcessQueue of registered Collider objects (from this.physics.add.collider / this.physics.add.overlap).world.setFPS(120).true (default) uses fixed timestep; false syncs to render fps.world.pause() / world.resume().true (default) uses RTree spatial index for dynamic bodies. Disable for 5000+ bodies.true. Set via config debug: true.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):
Vector2, pixels/secVector2, pixels/sec^2Vector2, deceleration (applied only when acceleration is zero)Vector2, per-body gravity added to world gravityVector2, rebound factor relative to 1Vector2, default (1, 0) -- velocity imparted by immovable body to riding bodyVector2, default (10000, 10000) | maxSpeed -- scalar cap, default -1 (none)1, affects collision momentum exchangefalse; if true, never moved by collisionstrue; if false, reflects velocity to colliding bodytrue; if false, position/rotation not updated by physicstrue; false removes from simulationfalse; when true, drag is a multiplier (0-1) instead of linearfalse; onWorldBounds/onCollide/onOverlap -- false, set true to emit eventsShape: 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).
StaticBody)A static body never moves and is not affected by gravity or velocity. It uses an optimized RTree for fast spatial lookups.
this.physics.add.staticSprite(), this.physics.add.staticImage(), or this.physics.add.staticGroup().body.reset() or gameObject.refreshBody() to sync.collisionCategory and collisionMask like dynamic bodies.// 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);// 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// 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 bounceTwo approaches: persistent Colliders (checked every frame automatically) or one-shot checks (called in update()).
// --- 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);// 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 memberPhysicsGroup 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.
// 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 });
});// 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 textureCollision categories let you filter which bodies can collide with each other using bitmask values. Maximum 32 categories.
// 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.
ArcadeWorldConfig -- passed via physics.arcade in GameConfig or SceneConfig:
| Property | Default | Description |
|---|---|---|
fps | 60 | Physics steps per second |
fixedStep | true | Use fixed timestep vs render sync |
timeScale | 1 | Simulation speed multiplier |
gravity | { x: 0, y: 0 } | World gravity in px/sec |
x, y | 0 | World bounds origin |
width, height | game size | World bounds dimensions |
checkCollision | all true | { up, down, left, right } edge collision |
overlapBias | 4 | Overlap threshold for separation |
tileBias | 16 | Tile overlap threshold |
forceX | false | Separate horizontally first |
isPaused | false | Start simulation paused |
debug | false | Enable debug rendering |
debugShowBody / debugShowStaticBody / debugShowVelocity | true | Debug display toggles |
debugBodyColor / debugStaticBodyColor / debugVelocityColor | 0xff00ff / 0x0000ff / 0x00ff00 | Debug colors |
maxEntries | 16 | RTree items per node |
useTree | true | Use RTree for dynamic bodies |
customUpdate | false | If true, call world.update() yourself |
Scene-level config overrides game-level config (merged).
All events are emitted on this.physics.world:
| Event | String | Condition | Callback 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 paused | none |
RESUME | 'resume' | World resumed | none |
Events require opt-in per body: set body.onCollide, body.onOverlap, or body.onWorldBounds to true.
this.physics)| Method | Description |
|---|---|
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.
this.physics.world)| Method | Description |
|---|---|
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 / addOverlap | Create Collider (same args as factory) |
removeCollider(collider) | Remove Collider |
pause() / resume() | Pause/resume simulation |
createDebugGraphic() | Create debug rendering graphic |
| Method | Description |
|---|---|
setVelocity(x, y) / setVelocityX / setVelocityY | Set velocity |
setAcceleration(x, y) / setAccelerationX / Y | Set 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 / setAllowRotation | Toggle physics features |
setEnable(val) | Enable/disable body |
setCollisionCategory / setCollidesWith / addCollidesWith / removeCollidesWith | Category filtering |
resetCollisionCategory() | Reset to default (all) |
reset(x, y) / stop() | Reset position or zero velocity |
debug: true in production -- Debug rendering is expensive. Always disable for release builds.
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.
collide vs overlap -- collide performs separation (pushes bodies apart). overlap only detects intersection without moving anything. Use overlap for triggers like pickups.
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.
Events require opt-in -- World events ('collide', 'overlap', 'worldbounds') only fire if the relevant body property (onCollide, onOverlap, onWorldBounds) is set to true.
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.
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.
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.
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.
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.
Overlap with TilemapLayer -- When using overlapOnly with a TilemapLayer, every tile is checked regardless of collision settings on individual tiles.
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.
| File | Purpose |
|---|---|
src/physics/arcade/ArcadePhysics.js | Scene plugin (this.physics) -- collide, overlap, moveTo, accelerateTo, nextCategory |
src/physics/arcade/World.js | Physics world -- bodies, gravity, bounds, colliders, step loop, setBounds, addCollider |
src/physics/arcade/Body.js | Dynamic body -- velocity, acceleration, bounce, drag, gravity, mass, immovable, pushable |
src/physics/arcade/StaticBody.js | Static body -- immovable, no velocity, optimized RTree lookup |
src/physics/arcade/Factory.js | this.physics.add -- sprite, image, group, staticGroup, body, existing, collider, overlap |
src/physics/arcade/Collider.js | Collider object -- persistent collision/overlap check with callbacks |
src/physics/arcade/PhysicsGroup.js | Dynamic physics group with per-member defaults |
src/physics/arcade/StaticPhysicsGroup.js | Static physics group with auto-refresh |
src/physics/arcade/components/index.js | Body component mixins -- Acceleration, Angular, Bounce, Collision, Debug, Drag, Enable, Friction, Gravity, Immovable, Mass, Pushable, Size, Velocity |
src/physics/arcade/components/Collision.js | Collision 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.js | TypeDef 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
Just SKILL.md in store/agents/phaser/skills/physics-arcade of autonomous-ai/openharness.
Open the folder on GitHubat commit 50da5db
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Physics Arcade this skillautonomous-ai/openharness | 1.1k | — | ~5.8k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 2 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
autonomous-ai/openharness
Slices 3D mesh files into printer-profiled plain G-code through real slicer CLIs, with backend discovery, input inspection, dry runs and static validation.
autonomous-ai/openharness
Turns a home-automation request into standard, testable automations.yaml, run against Home Assistant Core's real triggers and verified with its own trace tool.
autonomous-ai/openharness
Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.
autonomous-ai/openharness
Turns an STL and explicit printer and material requirements into compared OrcaSlicer plans, an editable 3MF project, checked G-code and a portable handoff.
autonomous-ai/openharness
Builds an editable DOCX report, a formula-driven XLSX workbook and a fresh LibreOffice PDF preview from one structured source file, then checks them together.
autonomous-ai/openharness
Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.
Categories
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.
Physics Arcade fits situations like: using Arcade Physics in Phaser 4.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Physics Arcade is instructions for the agent only.
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.
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.
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.
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.
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.
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.