JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://github.com/photonstorm/phaser/releases/download/v2.3.0/phaser.min.js"></script>
<div id="gameDiv"></div>

JavaScript

var mainstate = {

	preload: function() {
		game.time.advancedTiming = true;
	},
	
	create: function() {

        this.cursor = this.input.keyboard.createCursorKeys();
        this.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.DOWN,
                                           Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT]);

        // CHANGE ORDER HERE TO CHANGE RENDERING ORDER!        
        this.layers = {
            backgroundLayer: this.add.group(),
            behindTheShipLayer: this.add.group(),
            playerLayer: this.add.group(),
            somethingInFronOfAPlayerButBehindInterface: this.add.group(),
            interfaceLayer: this.add.group()
        };
        // FOR EXAMPLE PUT PLAYER LAYER AFTER BACKGROUND AND BEHIND EVERYTHING ELSE
        // UNCOMMENT THIS TO SEE THE EFFECT.
        /*this.layers = {
            backgroundLayer: this.add.group(),
            playerLayer: this.add.group(),
            behindTheShipLayer: this.add.group(),
            somethingInFronOfAPlayerButBehindInterface: this.add.group(),
            interfaceLayer: this.add.group()
        };*/
        
        this.bmd0 = this.add.bitmapData(50, 50);
        this.bmd0.ctx.beginPath();
        this.bmd0.ctx.rect(0, 0, 50, 50);
        this.bmd0.ctx.fillStyle = '#B365D4';
        this.bmd0.ctx.fill();
        
        this.playerShip = this.game.add.sprite(50, 50, this.bmd0, 0, this.layers.playerLayer);
        this.physics.arcade.enable(this.playerShip);
        
        this.bmd1 = this.add.bitmapData(100, 80);
        this.bmd1.ctx.beginPath();
        this.bmd1.ctx.rect(0, 0, 100, 80);
        this.bmd1.ctx.fillStyle = '#F56E8B';
        this.bmd1.ctx.fill();
    
        this.behindShip = this.game.add.sprite(75, 75, this.bmd1, 0, this.layers.behindTheShipLayer);
        this.planetsBehindTheShip = this.game.add.group();
        this.planetsBehindTheShip.createMultiple(5, this.bmd1);
       ...