Hi @briesanji,
From your description, it sounds like you’re building a game where a player moves around a larger world, and the “camera” tracks around the world, while the player remains approximately (or exactly) in the center of the screen while the rest of the world scrolls around him. True?
If so, you can actually achieve this nicely and still use physics. The trick is to simply offset the player’s position in the exact inverse of how you move the “world” around. For example, if the world moves x+4 and y+7, simply update the player’s position to x-4 and y-7 from where it was.
Now, the other important thing is that you must move the entire “stage” around to move the world… that includes all groups. So effectively, you’re moving both the world group AND the group containing the player, but in the same time step, you’re moving the player back to center, so it appears as if the player hasn’t moved in relation to the screen center. In this way, the physics world maintains the proper collision detection, because everything is moving in unison from a group position/scale/rotation standpoint.
Hopefully that makes sense…
Brent