JSFiddle - React, Tailwind, and code Playground

HTML

<script src="http://www.danielboa.com/test/phaser-tilesprite-bug/bower_components/phaser/build/phaser.js"></script>
<div class="game-container"></div>

JavaScript

var small_boxes;
var big_boxes;
var small_box_collision_group;
var big_box_collision_group;

var game = new Phaser.Game(300, 300, Phaser.AUTO, '.game-container', {
    preload: function () {},
    create: function () {
        var i;
        var small_box_temp;
        var big_box_temp;
        
        // start p2 physics system
        game.physics.startSystem(Phaser.Physics.P2JS);
        game.physics.p2.gravity.y = 500;
        game.physics.p2.setBoundsToWorld(true, true, false, true, true);
        
        // create collision groups
        small_box_collision_group =  game.physics.p2.createCollisionGroup();
        big_box_collision_group =  game.physics.p2.createCollisionGroup();
        
        // create and populate static box group
        big_boxes = game.add.group();
        for (i = 0; i < 2; i++) {
            big_box_temp = game.add.sprite(game.world.randomX, game.world.height / 1.5, 'test', null, big_boxes);
            big_box_temp.width = 50;
            big_box_temp.height = 50;
            big_box_temp.inputEnabled = true;
            big_box_temp.events.onInputDown.add(boxClickHandler, big_box_temp);
            
            game.physics.p2.enable(big_box_temp);
            // they still collide after reset if static is 'false'
            big_box_temp.body.static = true; 
            big_box_temp.body.angle = 45;
            big_box_temp.body.setCollisionGroup(big_box_collision_group);
            big_box_temp.body.collides([small_box_collision_group]);
        }
        
        // create and populate dynamic box group
        small_boxes = game.add.group();
        for (i = 0; i < 10; i++) {
            small_box_temp = game.add.sprite(game.world.randomX, 20, 'test', null, small_boxes);
            small_box_temp.width = 20;
            small_box_temp.height = 20;
            
            game.physics.p2.enable(small_box_temp);
            small_box_temp.body.setCollisionGroup(small_box_collision_group);
           ...