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Matter.js Physics

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Integrate Matter.js physics seamlessly in Phaser 4.

by phaserjs40.1k stars on phaserjs/phaser
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Updated Jul 9, 2026
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Free · Opens the source repo

What Matter.js Physics does

The Matter.js Physics skill provides a comprehensive guide for integrating Matter.js physics into your Phaser 4 projects. It covers essential concepts such as rigid bodies, constraints, composite bodies, and sensors, allowing developers to create complex and interactive game environments. The skill includes detailed instructions on how to set up the physics engine, configure world properties, and utilize various game object types that support physics interactions.

This skill is particularly useful for game developers looking to implement realistic physics in their games. With Matter.js, you can create dynamic interactions between objects, apply forces, and manage collisions effectively. The documentation includes practical examples, such as creating sprites with physics properties, setting up static bodies, and enabling pointer dragging, which can enhance user interaction within your game.

The skill also introduces advanced features like collision filtering and debug rendering, which are crucial for fine-tuning the physics behavior in your game. By leveraging the capabilities of Matter.js, you can create engaging gameplay experiences that respond accurately to player inputs and environmental factors. This skill is a valuable resource for both beginners and experienced developers who want to deepen their understanding of physics in game design.

When to use it

Use this skill when developing games in Phaser 4 that require realistic physics simulations and object interactions.

When not to use it

This skill is not suitable for projects that do not require physics or are built on game engines other than Phaser 4.

What you can build with it

Creating a Dynamic Game Character

Use Matter.js to add physics properties to your game character, allowing for realistic movement and interactions.

Implementing Collision Detection

Set up collision filtering to manage interactions between different game objects, enhancing gameplay mechanics.

Debugging Physics in Your Game

Utilize the debug rendering feature to visualize physics bodies and constraints, making it easier to troubleshoot issues.

How to install Matter.js Physics

View source

1. Install with the skills CLI

npx skills add phaserjs/phaser/physics-matter --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by phaserjs

Matter.js Physics

Setting up and using Matter.js physics in Phaser 4 -- full-body physics with rigid bodies, compound bodies, constraints, composites, sensors, collision filtering, pointer dragging, tilemap integration, and debug rendering.

Key source paths: src/physics/matter-js/MatterPhysics.js, src/physics/matter-js/World.js, src/physics/matter-js/Factory.js, src/physics/matter-js/MatterSprite.js, src/physics/matter-js/MatterImage.js, src/physics/matter-js/MatterGameObject.js, src/physics/matter-js/PointerConstraint.js, src/physics/matter-js/MatterTileBody.js, src/physics/matter-js/components/, src/physics/matter-js/events/, src/physics/matter-js/typedefs/ Related skills: ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../physics-arcade/SKILL.md, ../tilemaps/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    create() {
        // Matter sprite (dynamic, has animation support)
        this.player = this.matter.add.sprite(400, 200, 'player');
        this.player.setBounce(0.5);
        this.player.setFriction(0.05);

        // Matter image (dynamic, no animation)
        const box = this.matter.add.image(300, 100, 'crate');

        // Static body from raw shape
        this.matter.add.rectangle(400, 580, 800, 40, { isStatic: true });

        // Enable pointer dragging on all bodies
        this.matter.add.mouseSpring();

        this.cursors = this.input.keyboard.createCursorKeys();
    }

    update() {
        if (this.cursors.left.isDown) {
            this.player.setVelocityX(-5);
        } else if (this.cursors.right.isDown) {
            this.player.setVelocityX(5);
        }
        if (this.cursors.up.isDown && this.player.body.velocity.y > -0.1) {
            this.player.setVelocityY(-10);
        }
    }
}

// Enable Matter physics in game config
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'matter',
        matter: {
            gravity: { y: 1 },
            enableSleeping: true,
            debug: true,
            setBounds: true    // walls around canvas edges
        }
    },
    scene: GameScene
};

const game = new Phaser.Game(config);

Core Concepts

Scene Plugin (this.matter)

The MatterPhysics class is the scene-level plugin. Key properties:

  • this.matter.add -- Factory for creating bodies, constraints, Game Objects (auto-added to world).
  • this.matter.world -- World instance managing the engine, bounds, debug rendering. Extends EventEmitter.
  • this.matter.body / bodies / composite / composites / constraint -- Direct references to Matter.js modules for low-level use.
  • this.matter.bodyBounds -- Helper for aligning bodies by visual bounds.

World (this.matter.world)

  • engine -- The MatterJS.Engine instance.
  • localWorld -- The MatterJS.World composite containing all bodies and constraints.
  • enabled -- Boolean; false pauses simulation. autoUpdate -- true = engine updates each game step.
  • walls -- { left, right, top, bottom } boundary wall bodies (or null).

World Config (MatterWorldConfig)

Passed under physics.matter in game or scene config:

PropertyDefaultPurpose
gravity{ x: 0, y: 1 }Gravity vector. Set false to disable
setBoundsfalsetrue or { x, y, width, height, thickness, left, right, top, bottom }
enableSleepingfalseAllow bodies to sleep when at rest
positionIterations6Position solving accuracy
velocityIterations4Velocity solving accuracy
constraintIterations2Constraint stability
timing.timeScale10 freezes, 0.5 slow-motion
autoUpdatetrueAuto-step each game frame
debugfalsetrue or MatterDebugConfig object
runner{}Use runner.fps for fixed timestep

Matter Game Objects

Phaser provides two physics-aware Game Object classes and a function to add physics to any Game Object:

  • Phaser.Physics.Matter.Sprite -- Extends Sprite with all Matter components. Created via this.matter.add.sprite(x, y, key, frame, options). Supports animations.
  • Phaser.Physics.Matter.Image -- Extends Image with all Matter components. Created via this.matter.add.image(x, y, key, frame, options). No animation support, lighter weight.
  • MatterGameObject(world, gameObject, options) -- Injects all Matter components into any existing Game Object. Created via this.matter.add.gameObject(mySprite, options).

Both MatterSprite and MatterImage default to a rectangle body matching the texture size. Pass options.shape to override.

Matter Components (Mixins)

All Matter Game Objects have these component methods mixed in:

ComponentKey Methods
VelocitysetVelocity(x, y), setVelocityX(x), setVelocityY(y), getVelocity(), setAngularVelocity(v), getAngularVelocity(), setAngularSpeed(s), getAngularSpeed()
ForceapplyForce(vec2), applyForceFrom(position, force), thrust(speed), thrustLeft(speed), thrustRight(speed), thrustBack(speed)
BouncesetBounce(value) -- restitution, 0 to 1
FrictionsetFriction(value, air?, fstatic?), setFrictionAir(value), setFrictionStatic(value)
MasssetMass(value), setDensity(value), centerOfMass (getter)
GravitysetIgnoreGravity(bool)
SensorsetSensor(bool), isSensor()
StaticsetStatic(bool), isStatic()
SleepsetToSleep(), setAwake(), setSleepThreshold(n), setSleepEvents(start, end)
CollisionsetCollisionCategory(cat), setCollisionGroup(group), setCollidesWith(cats), setOnCollide(cb), setOnCollideEnd(cb), setOnCollideActive(cb), setOnCollideWith(body, cb)
SetBodysetRectangle(w, h, opts), setCircle(r, opts), setPolygon(r, sides, opts), setTrapezoid(w, h, slope, opts), setBody(config, opts), setExistingBody(body)
TransformPosition sync between Matter body and Game Object

Common Patterns

Setup and World Configuration

// Runtime gravity and bounds
this.matter.world.setGravity(0, 2);          // x, y, scale (default 0.001)
this.matter.world.disableGravity();
this.matter.world.setBounds(0, 0, 1600, 1200, 64, true, true, true, true);

this.matter.set60Hz();                        // fixed timestep
this.matter.world.autoUpdate = false;         // then manual: this.matter.step(16.666);
this.matter.pause();                          // pause/resume
this.matter.resume();

Creating Matter Sprites and Images

const player = this.matter.add.sprite(200, 300, 'hero');  // default rect body matching texture

// Custom body shapes via options.shape
const ball = this.matter.add.image(400, 100, 'ball', null, { shape: { type: 'circle', radius: 24 } });
const hex = this.matter.add.sprite(300, 100, 'hex', null, { shape: { type: 'polygon', sides: 6, radius: 32 } });
const ship = this.matter.add.sprite(400, 200, 'ship', null, {
    shape: { type: 'fromVerts', verts: '0 0 40 0 40 40 20 60 0 40' }
});

// PhysicsEditor shape data
const shapes = this.cache.json.get('shapes');
const enemy = this.matter.add.sprite(500, 200, 'enemy', null, { shape: shapes.enemy });

// Add Matter physics to an existing Game Object
const existingSprite = this.add.sprite(100, 100, 'box');
this.matter.add.gameObject(existingSprite, { restitution: 0.8 });
// existingSprite now has setVelocity, setBounce, etc.

Body Configuration Options (MatterBodyConfig)

Pass as the options parameter to any factory method or as the options for a Matter Game Object:

  • label, isStatic, isSensor, angle (radians), timeScale, ignoreGravity, ignorePointer
  • density (0.001 default, auto-calculates mass), mass, restitution (bounce 0-1)
  • friction (0-1), frictionAir (air resistance), frictionStatic (stickiness when still)
  • slop (overlap tolerance), chamfer ({ radius: 5 } for rounded corners)
  • collisionFilter: { category: 0x0001, mask: 0xFFFFFFFF, group: 0 }
  • onCollideCallback, onCollideEndCallback, onCollideActiveCallback
  • shape (for Game Objects): { type: 'circle', radius: 24 } or PhysicsEditor data

Velocity, Forces, and Thrust

sprite.setVelocity(3, -5);          // units per step, not pixels/sec
sprite.setVelocityX(-3);
sprite.setAngularVelocity(0.05);
const vel = sprite.getVelocity();   // { x, y }

// Forces use very small values (0.01 - 0.1)
sprite.applyForce({ x: 0.05, y: 0 });
sprite.applyForceFrom(position, { x: 0.02, y: -0.02 });

// Directional thrust relative to body angle
sprite.thrust(0.05);       // forward
sprite.thrustBack(0.05);   // backward
sprite.thrustLeft(0.03);   // strafe left
sprite.thrustRight(0.03);  // strafe right

// Batch operations via this.matter
this.matter.setVelocity(arrayOfBodies, 2, -3);
this.matter.applyForce(arrayOfBodies, { x: 0.01, y: 0 });

Constraints (Joints and Springs)

// constraint(bodyA, bodyB, length?, stiffness?, options?) -- aliases: joint, spring
const rigid = this.matter.add.constraint(bodyA, bodyB, 100, 1);        // rigid joint
const spring = this.matter.add.constraint(bodyA, bodyB, 200, 0.02, { damping: 0.05 });
const pin = this.matter.add.constraint(bodyA, bodyB, 0, 0.9);          // pin joint

// World constraint (one body pinned to world point)
this.matter.add.worldConstraint(body, 50, 0.5, { pointA: { x: 400, y: 100 } });

// Offset attachment points
this.matter.add.constraint(bodyA, bodyB, 80, 1, {
    pointA: { x: 20, y: 0 },   // offset from bodyA center
    pointB: { x: -20, y: 0 }   // offset from bodyB center
});

this.matter.getConstraintLength(constraint);      // distance between anchor points
this.matter.world.removeConstraint(constraint);   // remove from world

Composites (Stacks, Chains, Soft Bodies)

// Stack of bodies in a grid
const stack = this.matter.add.stack(100, 100, 5, 4, 10, 10, (x, y) => {
    return this.matter.bodies.rectangle(x, y, 40, 40);
});

// Image stack (grid of Matter Images)
const imageStack = this.matter.add.imageStack('crate', null, 100, 100, 5, 4, 5, 5);

// Chain bodies in a composite together
this.matter.add.chain(stack, 0.5, 0, -0.5, 0, { stiffness: 0.7 });

// Mesh (grid with constraints, optional cross braces)
this.matter.add.mesh(stack, 5, 4, true, { stiffness: 0.5 });

// Soft body (cols, rows, gaps, crossBrace, particleRadius, bodyOpts, constraintOpts)
this.matter.add.softBody(200, 100, 5, 5, 0, 0, true, 10, { friction: 0.1 }, { stiffness: 0.5 });

// Pre-built composites: newtonsCradle, car, pyramid
this.matter.add.newtonsCradle(300, 50, 5, 20, 200);
this.matter.add.car(400, 300, 120, 30, 25);

Compound Bodies

Combine multiple shapes into a single body. The first part is the parent.

const partA = this.matter.bodies.rectangle(0, 0, 60, 20);
const partB = this.matter.bodies.circle(0, -30, 15);
const compoundBody = this.matter.body.create({ parts: [partA, partB] });

// Attach to a Game Object
const player = this.matter.add.sprite(400, 200, 'hero');
player.setExistingBody(compoundBody);

Parts share position, angle, and velocity. Constraints must target the parent body, not parts.

Sleep System

Bodies at rest can sleep to skip simulation. Requires enableSleeping: true in config.

if (body.isSleeping) { /* body is at rest */ }
sprite.setSleepThreshold(30);      // lower = falls asleep faster (default 60)
sprite.setToSleep();               // force sleep
sprite.setAwake();                 // force wake
sprite.setSleepEvents(true, true); // enable sleepstart/sleepend events

this.matter.world.on('sleepstart', (event, body) => { /* body slept */ });
this.matter.world.on('sleepend', (event, body) => { /* body woke */ });

Sensors

Sensors detect collisions but do not physically react. Useful for trigger zones, pickups, detection areas.

const trigger = this.matter.add.rectangle(400, 300, 100, 100, { isSensor: true, isStatic: true });
sprite.setSensor(true);    // toggle on Game Object
sprite.isSensor();         // check state

// Sensors fire normal collision events -- use collisionstart/end to detect entry/exit

Collision Categories and Filtering

Matter uses bitmasks: category (which group this body belongs to, power of 2), mask (which categories it collides with), and group (shortcut: same positive = always collide, same negative = never collide, 0 = use category/mask).

const PLAYER = this.matter.world.nextCategory();  // 0x0002 (32 max)
const ENEMY = this.matter.world.nextCategory();    // 0x0004
const GROUND = this.matter.world.nextCategory();   // 0x0008

player.setCollisionCategory(PLAYER);
player.setCollidesWith([ENEMY, GROUND]);

bullet.setCollisionCategory(0x0010);
bullet.setCollidesWith([ENEMY, GROUND]);  // bullets skip player

// Collision groups: same negative = never collide with each other
const noCollide = this.matter.world.nextGroup(true);
spriteA.setCollisionGroup(noCollide);
spriteB.setCollisionGroup(noCollide);

// Via body config: collisionFilter: { category, mask, group }
// Batch: this.matter.setCollisionCategory([bodyA, bodyB], ENEMY);

Collision Callbacks

// Per-body callbacks (on Matter Game Objects)
player.setOnCollide((pair) => { /* pair.bodyA, pair.bodyB */ });
player.setOnCollideEnd((pair) => { /* collision ended */ });
player.setOnCollideActive((pair) => { /* still colliding */ });
player.setOnCollideWith(enemy, (body, pair) => { /* hit specific body */ });

// Game Object-level events (emitted on the Game Object itself)
player.on('collide', (bodyA, bodyB, pair) => {});
player.on('collideEnd', (bodyA, bodyB, pair) => {});

Tilemap Integration

const map = this.make.tilemap({ key: 'level' });
const tileset = map.addTilesetImage('tiles', 'tiles-img');
const layer = map.createLayer('Ground', tileset, 0, 0);

layer.setCollisionByProperty({ collides: true });  // MUST set collision first
this.matter.world.convertTilemapLayer(layer);       // creates MatterTileBody per colliding tile

// Uses Tiled collision shapes (rect, circle, polygon) if defined, otherwise tile bounds.
// Access: tile.physics.matterBody
// Individual tile: this.matter.add.tileBody(tile, { isStatic: true, friction: 0.5 });
// After map changes: this.matter.world.convertTiles([tile1, tile2]);

Friction Types

Matter.js has three independent friction values:

sprite.setFriction(0.1);          // dynamic: resistance during motion (0-1)
sprite.setFrictionStatic(0.5);    // static: resistance before motion starts
sprite.setFrictionAir(0.05);      // air: environmental drag (default 0.01)
sprite.setFriction(0.1, 0.02, 0.3);  // set all three: dynamic, air, static

Complex Shapes from Vertices

// Create body from vertex string (concave shapes auto-decomposed)
const body = this.matter.add.fromVertices(400, 300, '0 0 40 0 40 40 20 60 0 40');

// Multiple vertex sets for complex shapes
const vertexSets = [
    [{ x: 0, y: 0 }, { x: 40, y: 0 }, { x: 40, y: 40 }],
    [{ x: 40, y: 40 }, { x: 20, y: 60 }, { x: 0, y: 40 }]
];
this.matter.add.fromVertices(300, 200, vertexSets);

Pointer Constraint (Mouse/Touch Dragging)

// Enable click-and-drag on all Matter bodies
const pc = this.matter.add.mouseSpring({ stiffness: 0.2, damping: 0.1 });

pc.active = false;           // disable temporarily
body.ignorePointer = true;   // prevent specific body from being dragged
pc.stopDrag();               // release current drag programmatically
pc.destroy();                // remove entirely

// Drag events on the world
this.matter.world.on('dragstart', (body, part, constraint) => {});
this.matter.world.on('drag', (body, constraint) => {});
this.matter.world.on('dragend', (body, constraint) => {});

Queries (Raycasting and Hit Testing)

const hits = this.matter.intersectPoint(pointer.x, pointer.y);   // bodies at point
const contains = this.matter.containsPoint(body, x, y);           // point-in-body test
const inRegion = this.matter.intersectRect(100, 100, 200, 200);   // bodies in rect
const rayHits = this.matter.intersectRay(0, 300, 800, 300, 1);    // raycast
const colliding = this.matter.intersectBody(playerBody);           // body overlap

// Overlap with callbacks
this.matter.overlap(playerBody, enemyBodies, (bodyA, bodyB, info) => {
    console.log('Overlapping', bodyA, bodyB);
});

Debug Rendering

// Enable debug with specific options (pass as debug property in matter config)
// Boolean flags: showBody, showStaticBody, showVelocity, showCollisions, showSensors,
//   showJoint, showPositions, showBounds, showAxes, showAngleIndicator, showSleeping,
//   showConvexHulls, showInternalEdges, renderFill, renderLine
// Color/style: lineColor, lineThickness, fillColor, staticLineColor, staticFillColor,
//   sensorLineColor, jointColor, pinColor, springColor, anchorColor, positionColor

// Toggle debug at runtime
this.matter.world.drawDebug = false;
this.matter.world.debugGraphic.visible = false;

// Set render style on individual body or constraint
this.matter.world.setBodyRenderStyle(body, 0xff0000, 1, 2, 0x00ff00, 0.5);
this.matter.world.setConstraintRenderStyle(constraint, 0xffff00, 1, 2);

Events

All events are emitted on this.matter.world (which extends EventEmitter):

EventCallback SignatureWhen
'collisionstart'(event, bodyA, bodyB)Two bodies first start colliding
'collisionactive'(event, bodyA, bodyB)Two bodies are still colliding
'collisionend'(event, bodyA, bodyB)Two bodies stop colliding
'beforeupdate'(event)Before engine update step
'afterupdate'(event)After engine update step
'beforeadd'(event)Before a body/constraint is added
'afteradd'(event)After a body/constraint is added
'beforeremove'(event)Before a body/constraint is removed
'afterremove'(event)After a body/constraint is removed
'dragstart'(body, part, constraint)Pointer starts dragging body
'drag'(body, constraint)Pointer is dragging body
'dragend'(body, constraint)Pointer stops dragging body
'sleepstart'(event, body)Body goes to sleep (requires setSleepEvents)
'sleepend'(event, body)Body wakes up (requires setSleepEvents)
'pause'noneWorld paused
'resume'noneWorld resumed

Collision events include event.pairs -- an array of collision pair objects with bodyA, bodyB, collision depth, and normal.

API Quick Reference

this.matter.add (Factory)

Game Objects: sprite(x, y, key, frame?, opts?), image(x, y, key, frame?, opts?), gameObject(go, opts?), tileBody(tile, opts?) Body shapes: rectangle(x, y, w, h, opts?), circle(x, y, r, opts?), polygon(x, y, sides, r, opts?), trapezoid(x, y, w, h, slope, opts?), fromVertices(x, y, verts, opts?), fromPhysicsEditor(x, y, config, opts?), fromSVG(x, y, xml, scale?, opts?), fromJSON(x, y, config, opts?) Constraints: constraint(a, b, len?, stiff?, opts?) (aliases: joint, spring), worldConstraint(body, len?, stiff?, opts?), mouseSpring(opts?) (alias: pointerConstraint) Composites: stack(x, y, cols, rows, colGap, rowGap, cb), imageStack(key, frame, x, y, cols, rows), pyramid(...), chain(composite, xA, yA, xB, yB, opts?), mesh(composite, cols, rows, cross, opts?), softBody(...), car(x, y, w, h, wheelSize), newtonsCradle(x, y, num, size, len)

this.matter (MatterPhysics) -- batch and utility

pause(), resume(), set60Hz(), set30Hz(), step(delta?), setVelocity(bodies, x, y), setAngularVelocity(bodies, v), applyForce(bodies, force), applyForceFromAngle(bodies, speed, angle?), containsPoint(body, x, y), intersectPoint(x, y), intersectRect(x, y, w, h, outside?), intersectRay(x1, y1, x2, y2, width?), intersectBody(body), overlap(target, bodies?, cb?), setCollisionCategory(bodies, value), setCollisionGroup(bodies, value), setCollidesWith(bodies, cats), alignBody(body, x, y, align)

this.matter.world (World)

setBounds(x?, y?, w?, h?, thickness?, l?, r?, t?, b?), setGravity(x?, y?, scale?), disableGravity(), add(object), remove(object, deep?), removeConstraint(constraint), convertTilemapLayer(layer, opts?), convertTiles(tiles, opts?), nextCategory(), nextGroup(isNonColliding?), getAllBodies(), has(body), pause(), resume()

Direct Matter.js module references on this.matter

body (Matter.Body), bodies (Matter.Bodies), composite (Matter.Composite), composites (Matter.Composites), constraint (Matter.Constraint), detector, query, pair, pairs, resolver, axes, bounds, svg, vector, vertices

Gotchas

  • Force values are tiny. Use 0.01-0.1 for forces, 1-15 for velocity. Not pixel-based.
  • setBody/setRectangle/etc. resets all properties -- mass, friction, collision filters, callbacks are wiped. Re-apply after changing shape.
  • Constraints must target parent body, not compound body parts.
  • 32 collision categories max. Each nextCategory() uses one bit.
  • collisionFilter.group overrides category/mask. Same positive = always collide; same negative = never collide; zero/different = use category/mask.
  • Sensors still need matching collision filters to fire events.
  • Matter position is center of mass, not top-left (unlike Arcade Physics).
  • Sleep events require opt-in: sprite.setSleepEvents(true, true).
  • Tilemap conversion requires collision set first via setCollisionByProperty etc.
  • Restitution uses Math.max(bodyA.restitution, bodyB.restitution) -- the bouncier value wins.
  • body.ignorePointer = true prevents pointer constraint from dragging that body.

Source File Map

PathPurpose
src/physics/matter-js/MatterPhysics.jsScene plugin (this.matter), exposes all Matter modules
src/physics/matter-js/World.jsWorld management, engine, bounds, debug, events proxy
src/physics/matter-js/Factory.jsthis.matter.add -- all creation methods
src/physics/matter-js/MatterSprite.jsPhysics sprite (Sprite + Matter components)
src/physics/matter-js/MatterImage.jsPhysics image (Image + Matter components)
src/physics/matter-js/MatterGameObject.jsInjects Matter components into any Game Object
src/physics/matter-js/MatterTileBody.jsWraps a Tile with a Matter body
src/physics/matter-js/PointerConstraint.jsClick-and-drag body constraint
src/physics/matter-js/BodyBounds.jsBody alignment by visual bounds
src/physics/matter-js/PhysicsEditorParser.jsParses PhysicsEditor JSON into bodies
src/physics/matter-js/components/Mixins: Velocity, Force, Collision, SetBody, Sensor, Bounce, Friction, Mass, Gravity, Static, Sleep, Transform
src/physics/matter-js/events/Event constants (COLLISION_START, DRAG_START, SLEEP_START, etc.)
src/physics/matter-js/typedefs/TypeDefs: MatterWorldConfig, MatterBodyConfig, MatterCollisionFilter, MatterConstraintConfig, etc.
src/physics/matter-js/lib/Bundled Matter.js library modules

Frequently asked questions about Matter.js Physics

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