JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.4/phaser.js"></script>
<script src="https://rawgit.com/lewster32/phaser-plugin-isometric/master/dist/phaser-plugin-isometric.min.js"></script>

JavaScript

var selectedTile;
function init() {
var game = new Phaser.Game(1024, 800, Phaser.CANVAS, '', null, true, false);

var BasicGame = function (game) { };

BasicGame.Boot = function (game) { };

var tileGroup, itemGroup, playerGroup, isoGroup, player, box, cursorPos

BasicGame.Boot.prototype =
{
    preload: function () {
            game.load.crossOrigin = 'anonymous';

        game.load.image('tile', 'http://i.imgur.com/FqYQBfI.png');
        game.load.image('box', 'http://i.imgur.com/Z5b96kv.png');
        game.load.spritesheet('characterAnim', 'http://i.imgur.com/HFbuaEL.png', 70, 74);

        game.time.advancedTiming = true;

        // Add and enable the plug-in.
        game.plugins.add(new Phaser.Plugin.Isometric(game));

        // This is used to set a game canvas-based offset for the 0, 0, 0 isometric coordinate - by default
        // this point would be at screen coordinates 0, 0 (top left) which is usually undesirable.
        game.iso.anchor.setTo(0.5, 0.2);

        game.input.onDown.add(movePlayer,this);

        // Start the physics system
        game.physics.startSystem(Phaser.Plugin.Isometric.ISOARCADE);

    },
    create: function () {

        // Create ISO groups
        tileGroup = game.add.group();
        playerGroup = game.add.group();
        itemGroup = game.add.group();
        isoGroup = game.add.group();

        // Let's make a load of tiles on a grid.
        this.spawnTiles();

        // Provide a 3D position for the cursor
        cursorPos = new Phaser.Plugin.Isometric.Point3();

       // player = game.add.isoSprite(185, 185, 0, 'characterAnim', 0, playerGroup);
        player = game.add.isoSprite(185, 185, 0, 'characterAnim', 0, isoGroup);
        player.anchor.set(0.5,0.5);

        //box = game.add.isoSprite(200, 90, 0, 'box', 0, itemGroup);
        //box = game.add.isoSprite(38*5, 38*1, 0, 'characterAnim', 0, itemGroup); // 38 is tilesize
        box = game.add.isoSprite(38*5, 38*1, 0, 'characterAnim', 0, isoGroup); // 38...