---
title: "Phaser.Physics.Arcade.Components.Collision"
docs: "Phaser v4.1.0"
url: https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-components-collision
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Phaser.Physics.Arcade.Components.Collision

Scope: 
static
> Source: [src/physics/arcade/components/Collision.js#L9](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/components/Collision.js#L9)  
Since: 3.70.0

## Static functions

### addCollidesWith

#### \<instance> addCollidesWith(category)


**Description:**

Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| category | number | No | The collision category to add to this body's collision mask. |


**Returns:** [Phaser.Physics.Arcade.Components.Collision](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-components-collision.md) - This Game Object.


> Source: [src/physics/arcade/components/Collision.js#L65](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/components/Collision.js#L65)  
Since: 3.70.0


---

### removeCollidesWith

#### \<instance> removeCollidesWith(category)


**Description:**

Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| category | number | No | The collision category to remove from this body's collision mask. |


**Returns:** [Phaser.Physics.Arcade.Components.Collision](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-components-collision.md) - This Game Object.


> Source: [src/physics/arcade/components/Collision.js#L85](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/components/Collision.js#L85)  
Since: 3.70.0


---

### resetCollisionCategory

#### \<instance> resetCollisionCategory()


**Description:**

Resets the Collision Category and Mask back to the defaults, which means the body will belong to category 1 and will collide with all other categories.


**Returns:** [Phaser.Physics.Arcade.Components.Collision](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-components-collision.md) - This Game Object.


> Source: [src/physics/arcade/components/Collision.js#L135](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/components/Collision.js#L135)  
Since: 3.70.0


---

### setCollidesWith

#### \<instance> setCollidesWith(categories)


**Description:**

Sets all of the Collision Categories that this Arcade Physics Body will collide with. You can either pass a single category value, or an array of them.

Calling this method will reset all of the collision categories, so only those passed to this method are enabled.

If you wish to add a new category to the existing mask, call the `addCollidesWith` method.

If you wish to reset the collision category and mask, call the `resetCollisionCategory` method.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| categories | number \| Array.\<number> | No | The collision category to collide with, or an array of them. |


**Returns:** [Phaser.Physics.Arcade.Components.Collision](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-components-collision.md) - This Game Object.


> Source: [src/physics/arcade/components/Collision.js#L105](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/components/Collision.js#L105)  
Since: 3.70.0


---

### setCollisionCategory

#### \<instance> setCollisionCategory(category)


**Description:**

Sets the Collision Category that this Arcade Physics Body will use in order to determine what it can collide with.

It can only have one single category assigned to it.

If you wish to reset the collision category and mask, call the `resetCollisionCategory` method.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| category | number | No | The collision category to assign to this body. Typically a power of 2, such as 1, 2, 4, 8, and so on. |


**Returns:** [Phaser.Physics.Arcade.Components.Collision](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-components-collision.md) - This Game Object.


> Source: [src/physics/arcade/components/Collision.js#L22](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/components/Collision.js#L22)  
Since: 3.70.0


---

### willCollideWith

#### \<instance> willCollideWith(category)


**Description:**

Checks to see if the given Collision Category will collide with this Arcade Physics object or not.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| category | number | No | Collision category value to test. |


**Returns:** boolean - `true` if the given category will collide with this object, otherwise `false`.


> Source: [src/physics/arcade/components/Collision.js#L47](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/components/Collision.js#L47)  
Since: 3.70.0


---

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
