Friction and collision problem

Hi there!! I faced with my phaser program, I made some obstacles moving in tweens when the player stand in this obstacles only the obstacles are moving, I tried adding friction methods but it didn’t work. this is my code you can see my player config in // player config and obstacles config in // obstacles config.

class GameScene1 extends Phaser.Scene
{
    constructor()
    {
        super({ key: 'GameScene1' });
    }
    preload()
    {
        this.load.spritesheet('player', './assets/player.png', { frameWidth: 100 , frameHeight: 100 })
		this.load.image('ground', './assets/ground.png');
		this.load.spritesheet('goal', './assets/goal.png', { frameWidth: 100, frameHeight: 100 })
    }
    create()
    {
        // controls config
		gameState.mvSpeed = 400;
		gameState.cursors = this.input.keyboard.createCursorKeys();
		gameState.control = true
		// player conig:
        const player = this.physics.add.group({ gravity:700 });
		gameState.player = player.create(50, config.height - 100, 'player');
		gameState.playerAngle = Math.floor(gameState.player.angle)
		gameState.player.setCollideWorldBounds(true);
		gameState.player.setScale(.5)
		gameState.player.depth = 1;
		// player animation
		this.anims.create({
			key: 'playerFace',
			frameRate: 12,
			frames: this.anims.generateFrameNumbers('player', { Start: 0, end: 3 }),
			yoyo: true,
			repeat: -1
		});
		this.anims.create(
			{
				key: 'scaryFace',
				frameRate: 7,
				frames: this.anims.generateFrameNumbers('player', { start:4 , end:7 }),
				yoyo: true,
				repeat: -1
			}
		)
		
		// goal config
        
		const goals = this.physics.add.group
		({
			immovable: true,
			allowGravity: false
		});
		gameState.goal = goals.create(100, 100, 'goal');
		
        
		
		// goal animation and tweens
		this.anims.create
		(
			{
				key: 'goalAnimation',
				frameRate: 12,
				frames: this.anims.generateFrameNumbers('goal', { start:0 , end: 6}),
				yoyo: true,
				repeat:-1
			}
		)
		gameState.goal.anims.play('goalAnimation', true);
		this.tweens.add
		({
			targets: gameState.goal,
			x: 500,
			duration: 1800,
			ease: Phaser.Math.Easing.Quartic.InOut,
			callbackScope: this,
			repeat: -1,
			yoyo: true
		})
	
		// ground config
		const platforms = this.physics.add.staticGroup();
		gameState.ground = platforms.create(config.width/2, config.height, 'ground').setScale(config.width, 1).refreshBody();
		
		// obstacle config
        const obstacles = this.physics.add.group
		({
			allowGravity: false,
			immovable: true
		})
		
		gameState.obs1 = obstacles.create(1100, 600, 'ground').setFrictionX(1).setScale(1.5, 1);
		gameState.obs2 = obstacles.create(700, 500, 'ground').setFrictionX(1);
		this.tweens.add
		({
			targets: gameState.obs2,
			y: 100,
			duration: 1000,
			ease: Phaser.Math.Easing.Quartic.InOut,
			callbackScope: this,
			yoyo: true,
			repeat: -1
		})
		
        
		// colliders and ovelaps
			// collider of player and platforms
		this.physics.add.collider(gameState.player, platforms, () => {	
		});
        
			// overlap of player and goal
		this.physics.add.overlap(gameState.player, gameState.goal, () =>
		{
			this.physics.pause();
			gameState.control = false;
			gameState.player.anims.pause();
			gameState.timeLoop.destroy();
			this.time.addEvent(
				{
					delay: 25,
					callback: ()=>
					{
						gameState.player.alpha -= 0.05;
						gameState.player.x += 5;
						gameState.player.y += 1;
					},
					callbackScope: this,
					loop: true
				}
			)
			this.add.text(config.width/2 - 80, config.height/2, 'You win!', 
			{
				fontSize:'50px' ,
				fill:'0x000000' ,
			})
			this.input.on('pointerup', () =>
			{
				this.scene.restart();
				this.anims.resumeAll();
				gameState.counter = 0;
				this.scene.stop('GameScene');
				this.scene.start('GameScene1')
				
			})
		}
		)
			// collision(player, obstacles):
		this.physics.add.collider(gameState.player, obstacles);	
		// screen config --------
		gameState.level = 1;
		gameState.counter = 0;
		// level text
		this.add.text(20, 10, 'Level ' + gameState.level, 
		{
			fontSize: '30px', fill: '0x000000'
		});
		// timer text 
		gameState.timer = this.add.text(config.width - 200, 10, 'Time: ' + gameState.counter, 
		{
			fontSize: '30px', fill: '0x000000'
		});
		gameState.setTimeText = function()
		{
			gameState.counter += 1;
			gameState.timer.setText('Time: ' + gameState.counter);
		}
		if(gameState.counting = true)
		{
			gameState.timeLoop = this.time.addEvent(
				{
					delay: 1000,
					callback: gameState.setTimeText,
					callbackScope: this,
					loop: true
				}
			);
		} 
		
        
    }
    update()
    {
        // mouvement with cursors

		if(gameState.control)
		{
			if (gameState.cursors.up.isDown && gameState.player.body.touching.down)
		{
			gameState.player.anims.play('scaryFace', true);
			gameState.player.setVelocityY(-gameState.mvSpeed*2);
			gameState.player.rotation += 0.1;
		}
		
		
		if(gameState.cursors.left.isDown)
		{
			gameState.player.setVelocityX(-gameState.mvSpeed);
			gameState.player.rotation -= 0.2
			
			if (gameState.player.body.touching.down)
			{
				gameState.player.anims.play('playerFace', true);
			}
			else
			{
				gameState.player.anims.play('scaryFace', true);
			}
		}
		else if (gameState.cursors.right.isDown)
		{
			gameState.player.setVelocityX(gameState.mvSpeed);
			gameState.player.rotation += 0.2;
			
			if(gameState.player.body.touching.down)
			{
				gameState.player.anims.play('playerFace', true);
			}
			else
			{
				gameState.player.anims.play('scaryFace', true);
			}
		}
		
		else
		{
			gameState.player.setVelocityX(0);
			if( Math.floor(gameState.player.angle) > 0 && Math.floor(gameState.player.angle) < 90 )
			{
				gameState.player.rotation += 0.1
			}
			else if (Math.floor(gameState.player.angle) > 90 && Math.floor(gameState.player.angle) < 178)
			{
				gameState.player.rotation += 0.1
			}
			else if (Math.floor(gameState.player.angle) > -90 && Math.floor(gameState.player.angle) < 0 )
			{
				gameState.player.rotation -= 0.1
			}
			else if (Math.floor(gameState.player.angle) > -178 && Math.floor(gameState.player.angle) < -90)
			{
				gameState.player.rotation -= 0.1
			}
			if(gameState.player.body.touching.down)
			{
				gameState.player.anims.play('playerFace', true);
			}
			else
			{
				gameState.player.anims.play('scaryFace', true);
			}
			
		
		}
		
		
	};
	
    }
}

What do you want to happen?