Overlap/collider between player and moving sprite

good morning or hello idk ^^

i’m french sorry for my english i will do my best, so, i’m actually creating a little platform game and i have created a moving sprite but when my player hit this sprite nothing happen with collider or overlap function, idk how to do, i’m really stuck, i hope you can help please me and also you have understand me. enjoy
here is my code, it’s a mess but only player at the begining of create and m1 and the end of create are interesting here.

let player
let cursors
let platform
let f
let g
let k
let l
let h
let g1
let g2
let g3
let g4
let g5
let ji
let ju
let jo
let ja
let g6
let ro
var n=0
let keyA
let keyR
let ti
var i = 0
var a=1
let ba
let be
let bi
let bo
let gu
let fly
let to
let h1
let h2
let h3
let h4
let h5
let h6
let h7
let m1
let m2

class Scene1 extends Phaser.Scene{
constructor(){
super(“playGame”);
}

preload (){
this.load.image(‘level’, ‘assets/terrain/grass.png’);
this.load.image(‘fond’, ‘assets/back.png’);
this.load.image(‘kayou’, ‘assets/terrain/rock.png’);
this.load.image(‘secret’, ‘assets/interactsecret.png’);
this.load.spritesheet(‘dude’, ‘assets/dude.png’,{ frameWidth: 32, frameHeight: 48 });
this.load.audio(‘power’,‘assets/tudut.mp3’);
this.load.image(‘cadre’,‘assets/carre.png’)
this.load.image(‘pic’,‘assets/interact/spikes.png’)
this.load.image(‘picp’,‘assets/interact/spikep.png’)
this.load.image(‘cle’,‘assets/interact/keye.png’)
this.load.image(‘bonus’, ‘assets/interact/bonus.png’)
this.load.image(‘lock’,‘assets/interact/lock.png’)
this.load.image(‘bonusu’, ‘assets/interact/bonusu.png’)
this.load.image(‘coin’, ‘assets/interact/coin.png’)
this.load.image(‘mario’, ‘assets/interact/tuyo.png’)
this.load.audio(‘gta’,‘assets/gta.mp3’)
this.load.image(‘caisse’, ‘assets/interact/crate.png’)
this.load.image(‘on’, ‘assets/interact/buttonon.png’)
this.load.image(‘off’, ‘assets/interact/buttonoff.png’)
this.load.image(‘planche’, ‘assets/interact/plank.png’)
this.load.image(‘bridge’, ‘assets/interact/bridge.png’);
this.load.image(‘ladder’, ‘assets/interact/ladder.png’);
this.load.image(‘dirt’, ‘assets/terrain/Dirt.png’);
this.load.image(‘hammer’,‘assets/interact/hammer.png’)
this.load.image(‘door’,‘assets/interact/door.png’)
this.load.image(‘marioo’,‘assets/interact/tuyoo.png’)
this.load.image(‘ferm’,‘assets/interact/close.png’)
this.load.image(‘fly2’,‘assets/enemies/fly2.png’)
this.load.image(‘fly3’,‘assets/enemies/fly3.png’)
}
create(){

this.add.image(470,320, ‘fond’).setScale(1.35);
to = this.physics.add.image(20000,20000,‘hammer’).setScale(1.4)

this.add.image(665,280,‘ladder’)
this.add.image(1225, 1050, ‘dirt’)
this.add.image(1225,1250,‘ladder’)

gu = this.physics.add.staticImage(1365,1000,‘marioo’)

player = this.physics.add.sprite(1200,995, ‘dude’);
player.setCollideWorldBounds(true);

;

this.physics.add.collider(player,gu)

platform = this.physics.add.staticGroup({
key: ‘level’,
repeat: 16,
setXY: { x: 35, y: 1050, stepX: 70 }
}
);

g6 = this.physics.add.staticGroup({
key: ‘level’,
repeat: 2,
setXY: { x: 1295, y: 1050, stepX: 70 }
}
);

//ro = this.physics.add.staticImage(1225,985,‘kayou’).setScale(2)

ferm = this.physics.add.staticImage(245,988,‘ferm’)
this.physics.add.collider(player,ferm)

g = this.physics.add.staticGroup({
key: ‘level’,
repeat: 3,
setXY: { x: 525, y: 910, stepX: 70 }
}
);

f = this.physics.add.staticGroup({
key: ‘level’,
repeat: 5,
setXY: { x: 35, y: 560, stepX: 70 }
}
);
g1 = this.physics.add.staticGroup({
key: ‘level’,
repeat: 1,
setXY: { x: 945, y: 770, stepX: 70 }
}
);

g2 = this.physics.add.staticGroup({
key: ‘level’,
repeat: 0,
setXY: { x: 1225, y: 630, stepX: 70 }
}
);

g3 = this.physics.add.staticGroup({
key: ‘planche’,
repeat: 0,
setXY: { x: 945, y: 560, stepX: 70 }
}
);

g4 = this.physics.add.staticGroup({
key: ‘level’,
repeat: 0,
setXY: { x: 665, y: 490, stepX: 70 }
}
);

g5 = this.physics.add.staticGroup({
key: ‘level’,
repeat: 3,
setXY: { x: 385, y: 140, stepX: 70 }
}
);

this.physics.add.staticImage(1430,60,‘door’).setScale(0.8)

ji = this.physics.add.staticImage(735,140, ‘level’).setScale(1);
ju = this.physics.add.staticGroup({
key: ‘bridge’,
repeat: 1,
setXY: { x: 805, y: 130, stepX: 70 }
}
);

h2 = this.physics.add.staticImage(787,910,‘pic’)
h2.angle = 90
this.physics.add.overlap(player,h2,morgg,null,this)
h3 = this.physics.add.staticImage(893,770,‘pic’)
h3.angle = -90
this.physics.add.overlap(player,h3,morgg,null,this)
h4 = this.physics.add.staticImage(1225,682,‘pic’)
h4.angle = -180
this.physics.add.overlap(player,h4,morgg,null,this)
h5 = this.physics.add.staticImage(613,490,‘pic’)
h5.angle = -90
this.physics.add.overlap(player,h5,morgg,null,this)
h6 = this.physics.add.staticImage(1365,190,‘pic’)
h6.angle = -180
this.physics.add.overlap(player,h6,morgg,null,this)
h7 = this.physics.add.staticImage(1435,190,‘pic’)
h7.angle = -180
this.physics.add.overlap(player,h7,morgg,null,this)

function morgg () {
player.x = 15
player.y = 950
}

ba = this.physics.add.staticImage(945,130,‘bridge’)
be = this.physics.add.staticImage(1015,130,‘bridge’)
bi = this.physics.add.staticImage(1085,130,‘bridge’)
bo = this.physics.add.staticImage(1155,130,‘bridge’)

this.physics.add.collider(player,ba);
this.physics.add.collider(player,be, lol, null, this);
this.physics.add.collider(player,bi);
this.physics.add.collider(player,bo);

function lol (){
ba.disableBody(true, true);
be.disableBody(true, true);
bi.disableBody(true, true);
bo.disableBody(true, true);
}

jo = this.physics.add.staticGroup({
key: ‘level’,
repeat: 1,
setXY: { x: 1365, y: 140, stepX: 70 }
}
);
ja = this.physics.add.staticGroup({
key: ‘bridge’,
repeat: 1,
setXY: { x: 1225, y: 130, stepX: 70 }
}
);

this.physics.add.collider(player,ji);
this.physics.add.collider(player,ju);
this.physics.add.collider(player,jo);
this.physics.add.collider(player,ja);

this.physics.add.collider(player,g1);
this.physics.add.collider(player,g2);
this.physics.add.collider(player,g3);
this.physics.add.collider(player,g4);
this.physics.add.collider(player,g5);
this.physics.add.collider(player,g6);

this.physics.add.collider(player,ro);

k = this.physics.add.image(550, 70, ‘caisse’)
this.physics.add.collider(player,k, po, null, this);
this.physics.add.collider(k,g);
this.physics.add.collider(k,f);
this.physics.add.collider(k,platform);
this.physics.add.collider(k,g5);
this.physics.add.collider(k,g4);

this.physics.add.collider(k,h);

k.setCollideWorldBounds(true);

function po (player, k) {
k.setVelocityX(-0.00000000000000000000000000001)
}

l = this.physics.add.staticImage(23,490, ‘off’);
l.angle=0.5;
this.physics.add.collider(player,l);
this.physics.add.collider(k,l, buton, null, this);
function buton (k,l) {
l.disableBody(true, true);
h = this.physics.add.staticImage(13,490, ‘on’)
this.physics.add.collider(player,h);
n = 420
to.x=player.x-6
to.y=player.y
}

this.physics.add.collider(k,h)

this.cameras.main.setBounds(0, 0, 1470 , 1085);
this.physics.world.setBounds(0, 0, 1435, 1085);
this.cameras.main.startFollow(player, true, 0.3, 0.3);

this.physics.add.collider(player,platform);
this.physics.add.collider(player,g);
this.physics.add.collider(player,f);

this.anims.create({
key: ‘left’,
frames: this.anims.generateFrameNumbers(‘dude’, { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});

this.anims.create({
key: ‘turn’,
frames: [ { key: ‘dude’, frame: 4 } ],
frameRate: 20
});

this.anims.create({
key: ‘right’,
frames: this.anims.generateFrameNumbers(‘dude’, { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});

cursors = this.input.keyboard.createCursorKeys();

keyA = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A);
keyR = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.R);

this.anims.create({
key: ‘fly’,
frames: [
{ key: ‘fly2’ },
{ key: ‘fly3’, duration: 50 }
],
frameRate: 8,
repeat: -1
});

m1 = this.physics.add.sprite(10, 710, ‘fly2’).play(‘fly’)
m1.setVelocityX(200);
m1.flipX = true

this.physics.add.overlap(player,m1,morgg,null,this)

}
update(){
//if (player.x > m1.x-30 && player.x < m1.x+30 && player.y>m1.y+5 && player.y < m1.y -5) {
// player.setTint(0xff0000);
//}

m1.y=700

if (m1.x < 10){
m1.flipX = true
m1.setVelocityX(200)
}
if (m1.x>1460){
m1.flipX = false
m1.setVelocityX(-200)
}
if (n==420){
to.x=player.x-6
to.y=player.y}
if (cursors.left.isDown)
{
player.setVelocityX(-200);
player.anims.play(‘left’, true);
a = -1
}
else if (cursors.right.isDown )
{
player.setVelocityX(200);
player.anims.play(‘right’, true);
a= 1
}
else
{
player.setVelocityX(0);

player.anims.play('turn');

}

if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-530);

}

if (player.x>630 && player.x<700 && player.y<525 && player.y>70 && cursors.up.isDown){
player.setVelocityY(-200);

}
if (player.y>1050){
player.setCollideWorldBounds(false);
}

if (keyA.isDown && i<1 && n==420){
i=1
ti = this.physics.add.image(player.x+15,player.y,‘hammer’).setScale(2);
ti.angle = 90a
ti.body.allowGravity = false;
ti.setVelocityX(a
500)
this.physics.add.collider(ti,ro, boum, null, this)
}
if (keyR.isDown){
i=0
}

if (player.y>1085){
this.scene.start(“cave”)
}

}
}
function boum (ti,ro){
ro.disableBody(true, true);
ti.disableBody(true, true);
}

Please, use the code tag (```) to put code here.
I advise you to format your code and rename the variables to improve the readabillity.

Doble-check in your config if you enable the physics.

 physics: {
      default: 'arcade',
      arcade: {
        // debug: true,
        gravity: { y: 100 }
      }
    }