Collission between a bullet and rocks

Hi,

How can I do the collission between a group of bullets with a group of rocks (pedras). How can I do this?

var config = {
    type: Phaser.WEBGL,
    backgroundColor: '#FFFFFF',
    width: 910,
    height: 513,
    physics: {
		default: 'arcade',
		arcade: {
			gravity: { y: 300 },
			debug: false
		}
	},
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var lastFired = 0;
var time;

var game = new Phaser.Game(config);

function preload ()
{
	this.load.image('binho-nave', 'assets/binho-nave.png');
	this.load.image('botao1', 'assets/botao1.png');
	this.load.image('bullet', 'assets/bullet.png');
	this.load.image('pedra', 'assets/pedra.png');
	
}

function create ()
{

	// The player and its settings
	player = this.physics.add.sprite(100, 450, 'binho-nave');

	//  Player physics properties. Give the little guy a slight bounce.
	player.setBounce(0.2);
	player.setCollideWorldBounds(true);	
	player.body.setGravityY(300);
	
	// Botão Levantar a Nave
	botao1 = this.add.image(76, 424, 'botao1');
	botao1.setInteractive();		
	botao1.on('pointerdown', function (pointer) {
		_voar();
	});	
	
	// Botão atirar
	botao2 = this.add.image(845, 424, 'botao1');
	botao2.setInteractive();		
	botao2.on('pointerdown', function (pointer) {
		_atirar();
	});	
	
	// Pedra
	pedras = this.physics.add.staticGroup({immovable: true});
	pedras.create(250,500,'pedra');
	
	// Bala
	var Bullet = new Phaser.Class({

			Extends: Phaser.GameObjects.Sprite,

			initialize:

			function Bullet (scene)
			{
				Phaser.GameObjects.Sprite.call(this, scene, 0, 0, 'bullet');
				this.speed = Phaser.Math.GetSpeed(400, 1);
				this.enableBody = true;
				console.log(this);
			},

			fire: function (x, y)
			{
				this.setPosition(x+50, y);

				this.setActive(true);
				this.setVisible(true);
			},

			preUpdate: function (time, delta)
			{
				this.x += this.speed * delta;

				if (this.x > 500)
				{
					this.setActive(false);
					this.setVisible(false);
				}
			}

		});

		bullets = this.add.group({
			classType: Bullet,
			maxSize: 1,
			enableBody: true,
			runChildUpdate: true
		});					
	
	cursors = this.input.keyboard.createCursorKeys();
	
	this.physics.add.collider([bullets], [pedras],_checatiro,null, this);
	
	
	
	
}    

function update ()
{
	
		
	if (cursors.down.isDown)
	{
		_atirar();
	}		
	
	
		
	if (cursors.up.isDown)
	{
		_voar();
	}	
  	
	
}

function _voar() {
	player.setVelocityY(-330);
}

function _atirar() {
	
	var bullet = bullets.get();
	

	if (bullet)
	{
		bullet.fire(player.x, player.y);
		lastFired = time + 50;
	}		
}

function _checatiro(num1,num2){
	console.log('a bala acertou a pedra');
	//pedras.killAndHide(num1);
	//pedras.killAndHide(num2);
}

Hi,

I changed a bit your code, but your first mistake was:
“bullets = this.add.group({” instead of “bullets = this.physics.add.group({”

var lastFired = 0;
var time;

var game = new Phaser.Game(config);

function preload ()
{
	this.load.image('binho-nave', 'assets/binho-nave.png');
	this.load.image('botao1', 'assets/botao1.png');
	this.load.image('bullet', 'assets/bullet.png');
	this.load.image('pedra', 'assets/pedra.png');
	
}

function create ()
{

	// The player and its settings
	player = this.physics.add.sprite(100, 450, 'binho-nave');

	//  Player physics properties. Give the little guy a slight bounce.
	player.setBounce(0.2);
	player.setCollideWorldBounds(true);	
	player.body.setGravityY(300);
	
	// Botão Levantar a Nave
	botao1 = this.add.image(76, 424, 'botao1');
	botao1.setInteractive();		
	botao1.on('pointerdown', function (pointer) {
		_voar();
	});	
	
	// Botão atirar
	botao2 = this.add.image(845, 424, 'botao1');
	botao2.setInteractive();		
	botao2.on('pointerdown', function (pointer) {
		_atirar();
	});	
	
	// Pedra
	pedras = this.physics.add.staticGroup({immovable: true});
	pedras.create(250,500,'pedra');
	
	// Bala
	var Bullet = new Phaser.Class({

			Extends: Phaser.GameObjects.Sprite,

			initialize:

			function Bullet (scene)
			{
				Phaser.GameObjects.Sprite.call(this, scene, 0, 0, 'bullet');
				this.speed = Phaser.Math.GetSpeed(400, 1);
				this.enableBody = true;
				console.log(this);
			},

			fire: function (x, y)
			{
				this.setPosition(x+50, y);

				this.setActive(true);
				this.setVisible(true);
			},

			preUpdate: function (time, delta)
			{
				this.body.setVelocity(400,0);

				if (this.x > 500)
				{
					this.setActive(false);
					this.setVisible(false);
				}
			}

		});

		bullets = this.physics.add.group({
			classType: Bullet,
			maxSize: 1,
			enableBody: true,
			runChildUpdate: true
		});					
	
	cursors = this.input.keyboard.createCursorKeys();
	
	this.physics.add.collider([bullets], [pedras],_checatiro,null, this);
	
	
	
	
}    

function update ()
{
	
		
	if (cursors.down.isDown)
	{
		_atirar();
	}		
	
	
		
	if (cursors.up.isDown)
	{
		_voar();
	}	
  	
	
}

function _voar() {
	player.setVelocityY(-330);
}

function _atirar() {
	
	var bullet = bullets.get();
	

	if (bullet)
	{
    bullet.body.setGravity(0)
		bullet.fire(player.x, player.y);
		lastFired = time + 50;
	}		
}

function _checatiro(num1,num2){
	console.log('a bala acertou a pedra');
	pedras.killAndHide(num1);
	pedras.killAndHide(num2);
}

thanks!