My game has the following problems of collisions in chrome 49.

Entities ACTIVE COLLISION overlap with Entities FIXEDS COLLISIONS .

Fixeds entities when an active entity cluttering the flap .

The Player entity is an entity PASSIVE COLLISION transcends the barriers which are entities FIXEDS COLLISIONS.

PlayCTF

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Someone the same thing happened?<br />
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Any solution?<br />
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<pre>
WALL: FIXED ENTITY
</pre><br />
<pre class= ig.module( 'game.entities.wall' ) .requires('impact.entity') .defines(function() { EntityWall = ig.Entity.extend({ size: { x: 32, y: 32 }, name: "Wall", collides: ig.Entity.COLLIDES.FIXED, type: ig.Entity.TYPE.B, checkAgainst: ig.Entity.TYPE.BOTH, animSheet: new ig.AnimationSheet('media/tileset.png', 32, 32), zIndex: 1, init: function(x, y, settings) { this.parent(x, y, settings); this.addAnim('idle', 1, [9]); } }) } )
BOXMOVABLE: ACTIVE ENTITY

ig.module(
    'game.entities.boxmovable'
)
    .requires(
    'impact.entity'
    )
    .defines(function() {
        EntityBoxmovable = ig.Entity.extend({
            size: { x: 32, y: 32 },
            name: "Boxmovable",
            friction: { x: 999, y: 999 },
            collides: ig.Entity.COLLIDES.ACTIVE,
            type: ig.Entity.TYPE.B,
            checkAgainst: ig.Entity.TYPE.B,
            animSheet: new ig.AnimationSheet('media/tileset.png', 32, 32),
            zIndex: 1,
            init: function(x, y, settings) {
                this.parent(x, y, settings);
                this.addAnim('idle', 1, [4])
            }
        })
    })

PLAYER: PASSIVE ENTITY

ig.module('game.entities.player1')

    .requires(
    'impact.entity'
    )
    .defines(function() {

        EntityPlayer1 = ig.Entity.extend({

            collides: ig.Entity.COLLIDES.PASSIVE,
            type: ig.Entity.TYPE.A,
            checkAgainst: ig.Entity.TYPE.NONE,
            health: 3,
            maxHealth: 3,
            size: { x: 25, y: 25 },
            offset: { x: 8, y: 8 },
            maxVel: { x: 900, y: 900 },
            name: "Player1",
            velocity: 300,
            zIndex: 9,
            lastpressed: 'up',
            flag: false,
            idleposition: 0,
            cooling: 1,
            projectiles: 5,
            maxProjectiles: 5,

            animSheet: new ig.AnimationSheet('media/Player_a.png', 32, 32),
            init: function(x, y, settings) {
                this.parent(x, y, settings);
                // Add the animations
                this.addAnim('idle', 1, [0]);
                this.addAnim('down', 1, [1]);
                this.addAnim('left', 1, [3]);
                this.addAnim('right', 1, [2]);
                this.addAnim('up', 1, [0]);
            },
            restoreHealth: function() {
                this.health = 3;
            },
            update: function() {
                //player movement
                if (ig.input.state('up')) {
                    this.vel.y = -this.velocity;
                    this.currentAnim = this.anims.up;
                    this.lastpressed = 'up';
                    this.idleposition = 0;
                    this.addAnim('idle', 1, [this.idleposition]);
                }
                else if (ig.input.state('down')) {
                    this.vel.y = this.velocity;
                    this.currentAnim = this.anims.down;
                    this.lastpressed = 'down';
                    this.idleposition = 1;
                    this.addAnim('idle', 1, [this.idleposition]);
                }
                else if (ig.input.state('left')) {
                    this.vel.x = -this.velocity;
                    this.currentAnim = this.anims.left;
                    this.lastpressed = 'left';
                    this.idleposition = 3;
                    this.addAnim('idle', 1, [this.idleposition]);
                }
                else if (ig.input.state('right')) {
                    this.vel.x = this.velocity;
                    this.currentAnim = this.anims.right;
                    this.lastpressed = 'right';
                    this.idleposition = 2;
                    this.addAnim('idle', 1, [this.idleposition]);
                }
                else {
                    this.vel.y = 0;
                    this.vel.x = 0;
                    this.currentAnim = this.anims.idle;
                }
                if (ig.input.pressed('attack')) {
                    if (this.cooling > 0 && this.projectiles > 0) {
                        ig.game.spawnEntity('EntityProjectile1', this.pos.x + 13, this.pos.y + 13, { direction: this.lastpressed });
                        this.cooling--;
                        this.substractProjectile();
                    }
                }
                if (this.flag == true) {
                    this.addAnim('idle', 1, [this.idleposition + 4]);
                    this.addAnim('down', 1, [this.idleposition + 4]);
                    this.addAnim('left', 1, [this.idleposition + 4]);
                    this.addAnim('right', 1, [this.idleposition + 4]);
                    this.addAnim('up', 1, [this.idleposition + 4]);
                }
                else {
                    this.addAnim('idle', 1, [this.idleposition]);
                    this.addAnim('down', 1, [this.idleposition]);
                    this.addAnim('left', 1, [this.idleposition]);
                    this.addAnim('right', 1, [this.idleposition]);
                    this.addAnim('up', 1, [this.idleposition]);
                }
                this.parent();
            }
        });
    });