You might want to upgrade to Phaser 2.1.1 , as it seems that this problem has been fixed there.
You can see that from this example .
Here is the source code for this example:
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('stars', 'assets/misc/starfield.jpg'); game.load.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32); } var ship; var starfield; var cursors; function create() { starfield = game.add.tileSprite(0, 0, 800, 600, 'stars'); game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.restitution = 0.8; ship = game.add.sprite(200, 200, 'ship'); ship.scale.set(2); ship.smoothed = false; ship.animations.add('fly', [0,1,2,3,4,5], 10, true); ship.play('fly');
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