Container Collision

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    backgroundColor: '#1b1464',
    parent: 'phaser-example',
    physics: {
        default: 'matter',
        matter: {
            debug: true,
            gravity: {
                y: 0
            }
        }
    },
    scene: {
        preload: preload,
        create: create
    }
};

var game = new Phaser.Game(config);

function preload ()
{
        this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
    this.load.image('mushroom', 'assets/sprites/mushroom2.png');
    this.load.image('block', 'assets/sprites/block.png');
}

function create ()
{
    var image1 = this.add.image(0, -30, 'mushroom');
    var image2 = this.add.image(-40, 30, 'mushroom');
    var image3 = this.add.image(40, 30, 'mushroom');

    container = this.add.container(400, 300, [ image1, image2, image3 ]);

    //  A Container has a default size of 0x0
    //  so we need to give it a size before enabling a physics body
    container.setSize(128, 64);

    var physicsContainer = this.matter.add.gameObject(container);

    physicsContainer.setFrictionAir(0.001);
    physicsContainer.setBounce(1);

    var blockA = this.matter.add.image(100, 300, 'block').setBounce(1).setFriction(0);
    var blockB = this.matter.add.image(700, 300, 'block').setStatic(true);

    this.input.once('pointerdown', () => {

        physicsContainer.setVelocityX(6);

    });

    const tintOnCollision = (bodyA, bodyB) => {

        if (bodyA.gameObject.list)
        {
            bodyA.gameObject.next.setTint(0xff0000);
        }
        else if (bodyA.gameObject)
        {
            bodyA.gameObject.setTint(0xff0000);
        }

        if (bodyB.gameObject.list)
        {
            bodyB.gameObject.next.setTint(0xff0000);
        }
        else if (bodyB.gameObject)
        {
            bodyB.gameObject.setTint(0xff0000);
        }

    };

    physicsContainer.setOnCollide(pair => {

        bodyA = pair.bodyA;
        bodyB = pair.bodyB;

        tintOnCollision(bodyA, bodyB);

    });

    //  Or you can do it like this:

    /*
    this.matter.world.on('collisionstart', (event, bodyA, bodyB) => {

        tintOnCollision(bodyA, bodyB);

    });
    */
}