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Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups,…
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,
world bounds, and collision/overlap resolution between sprites, groups, and tiles.
Use when the scene enables physics: { default: 'arcade' } and code calls
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 workflowdon't have the plugin yet? install it then click "run inline in claude" again.