Bridge

class Example extends Phaser.Scene
{
    create ()
    {
        this.matter.world.setBounds();

        this.matter.add.mouseSpring();

        const group = this.matter.world.nextGroup(true);

        const bridge = this.matter.add.stack(160, 290, 15, 1, 0, 0, (x, y) => Phaser.Physics.Matter.Matter.Bodies.rectangle(x - 20, y, 53, 20, {
            collisionFilter: { group: group },
            chamfer: 5,
            density: 0.005,
            frictionAir: 0.05
        }));
        
        this.matter.add.chain(bridge, 0.3, 0, -0.3, 0, {
            stiffness: 1,
            length: 0,
            render: {
                visible: false
            }
        });
        
        const stack = this.matter.add.stack(250, 50, 6, 3, 0, 0, (x, y) => Phaser.Physics.Matter.Matter.Bodies.rectangle(x, y, 50, 50, Phaser.Math.Between(20, 40)));

        this.matter.add.rectangle(30, 490, 220, 380, {
            isStatic: true,
            chamfer: { radius: 20 }
        }),

        this.matter.add.rectangle(770, 490, 220, 380, {
            isStatic: true,
            chamfer: { radius: 20 }
        }),

        this.matter.add.worldConstraint(bridge.bodies[0], 2, 0.9, {
            pointA: { x: 140, y: 300 },
            pointB: { x: -25, y: 0 }
        });

        this.matter.add.worldConstraint(bridge.bodies[bridge.bodies.length - 1], 2, 0.9, {
            pointA: { x: 660, y: 300 },
            pointB: { x: 25, y: 0 }
        });
    }
}

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    backgroundColor: '#000000',
    parent: 'phaser-example',
    physics: {
        default: 'matter',
        matter: {
            gravity: {
                y: 0.8
            },
            debug: true,
            debugBodyColor: 0xffffff
        }
    },
    scene: Example
};

const game = new Phaser.Game(config);