JSFiddle - React, Tailwind, and code Playground

JavaScript

/// <reference path="phaser.min.js" />

var game = new Phaser.Game(960, 720, Phaser.AUTO, 'VideoGame', { preload: preload, create: create, update: update });

function preload() {

    game.load.image('plane', 'Plane.png');
    game.load.image('enemy', 'Enemy.png');
    game.load.image('background', 'background.png');
    game.load.image('bullet', 'bullet.png');
}
//-----------------------------------------------------------// 
var plane;
var bullets;
var Existbullets;
var ExistbulletsTime = 0;
var enemies;
var planePos;
var e;
//-----------------------------------------------------------// 

function create() {
    //-----------------------------------------------------------// 
    //  This will run in Canvas mode, so let's gain a little speed and display
    game.renderer.clearBeforeRender = false;
    game.renderer.roundPixels = true;
    //-----------------------------------------------------------// 
    //map
    game.add.tileSprite(0, 0, 960, 720, 'background');
    game.world.setBounds(0, 0, 1060, 820);
    //-----------------------------------------------------------// 
    
    //game physic
    game.physics.startSystem(Phaser.Physics.P2JS);
    game.physics.startSystem(Phaser.Physics.ARCADE);
    //-----------------------------------------------------------// 
    //plane add
    plane = game.add.sprite(250, 250, 'plane');
    plane.anchor.setTo(0.5, 0.5);

    //-----------------------------------------------------------// 
    //plane physic

    // Enable if for physics. This creates a default rectangular body.
    game.physics.p2.enable(plane);

    // Make things a bit more bouncey
    game.physics.p2.restitution = 0.1;

    //  Modify a few body properties
    plane.body.setZeroDamping();
    plane.body.fixedRotation = true;

    // Enable World Collider
    plane.body.collideWorldBounds = true;

    //-----------------------------------------------------------// 
    //plane camera
    game.camera.follow(plane);
   ...