# \[Phaser BUG?\] Animation changing gameobject\`s body position

**URL:** <https://phaser.discourse.group/t/phaser-bug-animation-changing-gameobject-s-body-position/3454>\
**Category:** Phaser 3\
**Created:** [August 12, 2019, 4:26pm UTC](https://phaser.discourse.group/t/phaser-bug-animation-changing-gameobject-s-body-position/3454 "2019-08-12T16:26:22Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![crabBoy](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/crabboy/32/480_2.png) [@crabBoy](https://phaser.discourse.group/u/crabBoy)\
**Post date:** [August 12, 2019, 4:26pm UTC](https://phaser.discourse.group/t/phaser-bug-animation-changing-gameobject-s-body-position/3454/1 "2019-08-12T16:26:22Z")

</div>

Hi, I am experiencing weird behaviour in my game. I have simple Arcade Sprite “slime” object with arcade body attached (figure 1). **When player collides with this object’s body, the animation is triggered** , which works fine, but as you can see (figure 2, taken while animation is playing) the slime’s **object body suddenly changes position**. I use no other code than animation create and play, so I find this really confusing:  
 ![wrong%20colliders](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/0/0dab653d88714cc89cf8548e01e433557227ade1.jpeg)  
The thing is that I am using two separate images for whole thing - one for the idle slime image and second one is spritesheet with slime animation. Maybe this can create the problem?

My code is pretty straightforward:

```
//add sprite
var slime = this.add.sprite(400, 300, 'slime');
//add anim to current state
this.anims.create({
	key: 'slimeKill',
    frames: this.anims.generateFrameNumbers('slimeSheet', { start: 0, end: 13, first: 0})
});
//then after collision i just call
slime.anims.play('slimeKill');

```

Does anybody has experienced this? It seems like a Phaser bug to me. Thanks for your interest!
