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Agent Skill · 待分类

physics-arcade(物理街机)

physics-arcade 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

physics-arcade 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 3,500。

总安装 989周安装 40GitHub Stars 39,514下载 310核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:physics-arcade(物理街机)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/physics-arcade
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill physics-arcade
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/phaserjs/phaser --skill physics-arcade

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

physics-arcade 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。适用于围绕仓库状态、代码变更或协作事项进行整理和分析的场景。通过 npx skills add 命令从指定 GitHub 仓库安装,需确认权限范围。

建议结合原始 README 核验具体用法,注意是否会触发命令执行或文件读写。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/physics-arcade

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/phaserjs/phaser --skill physics-arcade;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

physics-arcade 怎么安装?

在终端执行 npx skills add https://github.com/phaserjs/phaser --skill physics-arcade。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

physics-arcade 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

physics-arcade 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

physics-arcade 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

physics-arcade 用的人多吗?

公开数据是累计安装 989 次,近一周安装 40 次,下载 310 次,GitHub 39,514 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

physics-arcade 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 来源仓库有 39,514 星,维护活跃度相对可查。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
physics-arcade

物理街机 · 本页

98939,514权限未标注未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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

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

// 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

// 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

// 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()).

// --- 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

// 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

// 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

// 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.

// 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.

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

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