Hi, i was playing around with Phaser, making a little Platformer style game, but i cant get the ground collision right. Either its working like intended but the animation doesnt trigger or my sprite falls through the ground and other objects. Here is what my class looks like: class Player extends Phaser.Sprite { game: Phaser.Game; isJumping: bool; constructor(game: Phaser.Game) { super(game) this.game = game; //this = Game.createSprite(Game.stage.width * .5 - 50, 200, "player"); this.x = game.stage.width * .5 - 50; this.y = game.stage.height - 150; this.loadGraphic("player"); this.acceleration.y = 980; this.drag.x = 900; //player.drag.y = 500; this.maxVelocity.x = 250; this.maxVelocity.y = 250; this.animations.add('run'); this.animations.play('run', 10, true); this.isJumping = true; } public update() { var keyboard: Phaser.Keyboard = this.game.input.keyboard; // Jumping YAY! if (keyboard.isDown(Phaser.Keyboard.UP) && !this.isJumping && this.velocity.y === 0) { this.velocity.y = -300; this.acceleration.y -= 300; this.isJumping = true; } // Check for Ground Contact if (this.isTouching(Phaser.Collision.DOWN)) { // Stop Forces in Y this.acceleration.y = 0; this.velocity.y = 0; this.isJumping = false; if (Math.abs(this.velocity.x) != 0) { this.animations.play('run'); } else { this.animations.stop("run"); } } else { // if Jumping, apply Gravity this.acceleration.y += 50; this.animations.stop("run"); } } } Could someone tell me whats wrong? In my main update() routine i check for collision: function update() {Game.collide(playerGroup, collisionGroup, collides);}I tried a lot of different aproaches but none did work like intended. Help would be really apprecheated!