Get Shape Bounds

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

var game = new Phaser.Game(config);

function preload ()
{
        this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
    this.load.atlas('sheet', 'assets/physics/fruit-sprites.png', 'assets/physics/fruit-sprites.json');
    this.load.json('shapes', 'assets/physics/fruit-shapes.json');
}

function create ()
{
    var align = this.add.image(0, 200, 'sheet', 'banana').setOrigin(0);

    var shapes = this.cache.json.get('shapes');

    //  If you position the shape at 0x0 it will be positioned based on its center of mass by default.
    //  This isn't always desirable, especially if trying to align with non-physics images.
    var banana = this.matter.add.sprite(0, 0, 'sheet', 'banana', { shape: shapes.banana });

    //  To position precisely we need to work out the bounds and offsets.
    //  We can either use the shape bounds (which changes as the shape rotates)

    var width = (banana.body.bounds.max.x - banana.body.bounds.min.x) / 2;
    var height = (banana.body.bounds.max.y - banana.body.bounds.min.y) / 2;

    //  Or the display origin, if the shape will not rotate and is static:
    // var width = banana.displayOriginX;
    // var height = banana.displayOriginY;

    //  Adjust for the center of mass:
    var xOffset = -(width - banana.centerOfMass.x) + width;
    var yOffset = -(height - banana.centerOfMass.y) + height;

    var x = 500;
    var y = 200;

    //  Then apply them to the position we want the shape to appear at
    banana.setPosition(x + xOffset, y + yOffset);

    this.tweens.add({
        targets: align,
        x: 500,
        duration: 3000,
        ease: 'Sine.easeOut'
    });
}