Assuming the killEnemy is a function, you can wrap the callback for the collision inside a function like the following example. this.game.physics.arcade.collide(player.sprite, this.enemies, function(){ player.killEnemy(score);}, null, player);Where you get the score variable from is up to you . However, this creates a new function every time this code gets executed, which can be optimized by declaring the function elsewhere and then pass the reference to the collide function. But, if you just want to see how you can do it, this should suffice