Meanwhile, question to the community: “Anyone out there dealt with scaling and physics bodies in a efficient and effective way yet?”
After hours of playing around, I figured out a solution to this issue. Physics bodies don’t recognize scaling relating to what the engine **thinks** the size of the object is. So if you physics.addBody to an object that has been scaled, physics thinks it is still the original size and treats it as such. It causes objects that have been scaled down, for example, to collision with other physics objects as if it was larger. The illusion is that it repels object farther away from it.
The functional solution I found is that physics DOES recognize objects that have new width and heigh parameters defined. So changing the scaling to the following fixed everything for me. Instead of scaling (xScale/yScale) use:
object.width = object.width*.2
object.height = object.height*.2
In this case I’m essentially scaling the object down to 20% and now physics works properly on that object. You replace “object” with your object name.
Hope this helps some!