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

Scope: 
static
> Source: [src/physics/arcade/index.js#L10](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/index.js#L10)  


## Static functions

- [ArcadePhysics](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-arcadephysics.md)
- [Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md)
- [Collider](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-collider.md)
- [Factory](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-factory.md)
- [Group](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-group.md)
- [Image](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-image.md)
- [Sprite](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-sprite.md)
- [StaticBody](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-staticbody.md)
- [StaticGroup](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-staticgroup.md)
- [World](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-world.md)
## Static functions

- [Components](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-components.md)
- [Events](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-events.md)
- [ProcessX](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-processx.md)
- [ProcessY](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-processy.md)
- [Tilemap](https://phaser.io/oss/docs/api-documentation/namespace/physics-arcade-tilemap.md)
## Static functions

### DYNAMIC_BODY

#### DYNAMIC_BODY: number


**Description:**

Dynamic Body.


> Source: [src/physics/arcade/const.js#L15](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L15)  
Since: 3.0.0


---

### FACING_DOWN

#### FACING_DOWN: number


**Description:**

Facing down.


> Source: [src/physics/arcade/const.js#L85](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L85)  
Since: 3.0.0


---

### FACING_LEFT

#### FACING_LEFT: number


**Description:**

Facing left.


> Source: [src/physics/arcade/const.js#L97](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L97)  
Since: 3.0.0


---

### FACING_NONE

#### FACING_NONE: number


**Description:**

Facing no direction (initial value).


> Source: [src/physics/arcade/const.js#L61](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L61)  
Since: 3.0.0


---

### FACING_RIGHT

#### FACING_RIGHT: number


**Description:**

Facing right.


> Source: [src/physics/arcade/const.js#L109](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L109)  
Since: 3.0.0


---

### FACING_UP

#### FACING_UP: number


**Description:**

Facing up.


> Source: [src/physics/arcade/const.js#L73](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L73)  
Since: 3.0.0


---

### GROUP

#### GROUP: number


**Description:**

Arcade Physics Group containing Dynamic Bodies.


> Source: [src/physics/arcade/const.js#L41](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L41)  
Since: 3.0.0


---

### STATIC_BODY

#### STATIC_BODY: number


**Description:**

Static Body.


> Source: [src/physics/arcade/const.js#L28](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L28)  
Since: 3.0.0


---

### TILEMAPLAYER

#### TILEMAPLAYER: number


**Description:**

A Tilemap Layer.


> Source: [src/physics/arcade/const.js#L51](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/const.js#L51)  
Since: 3.0.0


---

## Static functions

### GetCollidesWith

#### \<static> GetCollidesWith(categories)


**Description:**

Combines one or more category bitfields using bitwise OR and returns the resulting collision mask. This mask can be assigned to an Arcade Physics body to define which categories of bodies it should collide with.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| categories | number \| Array.\<number> | No | A unique category bitfield, or an array of them. |


**Returns:** number - A bitmask representing the combined set of categories that should trigger collisions.


> Source: [src/physics/arcade/GetCollidesWith.js#L7](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/GetCollidesWith.js#L7)  
Since: 3.70.0


---

### GetOverlapX

#### \<static> GetOverlapX(body1, body2, overlapOnly, bias)


**Description:**

Calculates and returns the horizontal overlap between two arcade physics bodies and sets their properties accordingly, including: `touching.left`, `touching.right`, `touching.none` and `overlapX`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| body1 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The first Body to separate. |
| body2 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The second Body to separate. |
| overlapOnly | boolean | No | Is this an overlap only check, or part of separation? |
| bias | number | No | A value added to the delta values during collision checks. Increase it to prevent sprite tunneling (sprites passing through another instead of colliding). |


**Returns:** number - The amount of overlap.


> Source: [src/physics/arcade/GetOverlapX.js#L9](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/GetOverlapX.js#L9)  
Since: 3.0.0


---

### GetOverlapY

#### \<static> GetOverlapY(body1, body2, overlapOnly, bias)


**Description:**

Calculates and returns the vertical overlap between two arcade physics bodies and sets their properties accordingly, including: `touching.up`, `touching.down`, `touching.none`, `blocked.up`, `blocked.down` and `overlapY`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| body1 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The first Body to separate. |
| body2 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The second Body to separate. |
| overlapOnly | boolean | No | Is this an overlap only check, or part of separation? |
| bias | number | No | A value added to the delta values during collision checks. Increase it to prevent sprite tunneling (sprites passing through another instead of colliding). |


**Returns:** number - The amount of overlap.


> Source: [src/physics/arcade/GetOverlapY.js#L9](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/GetOverlapY.js#L9)  
Since: 3.0.0


---

### SeparateX

#### \<static> SeparateX(body1, body2, overlapOnly, bias, [overlap])


**Description:**

Separates two overlapping bodies on the X-axis (horizontally).

Separation involves moving two overlapping bodies so they don't overlap anymore and adjusting their velocities based on their mass. This is a core part of collision detection.

The bodies won't be separated if there is no horizontal overlap between them, if both are immovable, or if either one uses custom separation logic via `customSeparateX`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| body1 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The first Body to separate. |
| body2 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The second Body to separate. |
| overlapOnly | boolean | No | If `true`, the bodies will only have their overlap data set and no separation will take place. |
| bias | number | No | A value to add to the delta value during overlap checking. Used to prevent sprite tunneling. |
| overlap | number | Yes | If given then this value will be used as the overlap and no check will be run. |


**Returns:** boolean - `true` if the two bodies overlap horizontally, otherwise `false`.


> Source: [src/physics/arcade/SeparateX.js#L10](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/SeparateX.js#L10)  
Since: 3.0.0


---

### SeparateY

#### \<static> SeparateY(body1, body2, overlapOnly, bias, [overlap])


**Description:**

Separates two overlapping bodies on the Y-axis (vertically).

Separation involves moving two overlapping bodies so they don't overlap anymore and adjusting their velocities based on their mass. This is a core part of collision detection.

The bodies won't be separated if there is no vertical overlap between them, if they are static, or if either one uses custom logic for its separation.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| body1 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The first Body to separate. |
| body2 | [Phaser.Physics.Arcade.Body](https://phaser.io/oss/docs/api-documentation/class/physics-arcade-body.md) | No | The second Body to separate. |
| overlapOnly | boolean | No | If `true`, the bodies will only have their overlap data set and no separation will take place. |
| bias | number | No | A value to add to the delta value during overlap checking. Used to prevent sprite tunneling. |
| overlap | number | Yes | If given then this value will be used as the overlap and no check will be run. |


**Returns:** boolean - `true` if the two bodies overlap vertically, otherwise `false`.


> Source: [src/physics/arcade/SeparateY.js#L10](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/SeparateY.js#L10)  
Since: 3.0.0


---

### SetCollisionObject

#### \<static> SetCollisionObject(noneFlip, [data])


**Description:**

Either sets or creates the Arcade Body Collision object.

Sets the `none` property to the value of `noneFlip`. When `noneFlip` is `false`, all four directional flags (`up`, `down`, `left`, `right`) are set to `true`, indicating collision on all sides. When `noneFlip` is `true`, all directional flags are set to `false`.

Mostly only used internally.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| noneFlip | boolean | No | The value to assign to the `none` property. When `false`, all directional collision flags are enabled. |
| data | [Phaser.Types.Physics.Arcade.ArcadeBodyCollision](https://phaser.io/oss/docs/api-documentation/typedef/types-physics-arcade.md#ArcadeBodyCollision) | Yes | The collision data object to populate, or create if not given. |


**Returns:** [Phaser.Types.Physics.Arcade.ArcadeBodyCollision](https://phaser.io/oss/docs/api-documentation/typedef/types-physics-arcade.md#ArcadeBodyCollision) - The collision data.


> Source: [src/physics/arcade/SetCollisionObject.js#L7](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/arcade/SetCollisionObject.js#L7)  
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`.
