JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://raw.githubusercontent.com/photonstorm/phaser-examples/master/examples/_site/phaser/phaser.2.2.2.box2d.min.js"></script>

JavaScript

var Menu = function (game) { };
        Menu.prototype = {
            preload: function () { },
            create: function () { }
        };


        var TheGame = function (game) { };
        var keyboard, player, flag, jumpTimer = 0, ground, onGround = false, MovesTxt, Moves = 3, Pointer, JointsGroup = [], clickableArea, restart_txt;

        TheGame.prototype = {
            preload: function () {
                this.load.image("player", "img/box2d/player.png");
                this.load.image("restart", "img/box2d/Restart_btn.png");
                this.load.image("flag", "img/box2d/flag.png");
            },
            create: function () {
                this.physics.startSystem(Phaser.Physics.BOX2D);
                this.physics.box2d.debugDraw.joints = true;
                this.physics.box2d.gravity.y = 500;
                this.physics.box2d.restitution = 0.8;
                this.physics.box2d.setBoundsToWorld();

                MovesTxt = this.add.text(20, 20, "click and use your arrow key to make the ball hang\n M O V E S : " + Moves, { font: "12px Arial", fill: "#FFFFFF", align: "center" });
                MovesTxt.fixedToCamera = true;


                player = this.add.sprite(this.game.world.centerX, this.game.world.height - 10, "player");

                flag = this.add.sprite(this.game.world.centerX - 100, this.game.world.centerY - 150, "flag");
                player.name = "player";
                player.debug = false;
                this.physics.box2d.enable(player);
                player.checkWorldBounds = true;
                player.body.setCircle(10);

                keyboard = this.input.keyboard.createCursorKeys();
                //player.body.setBodyContactCallback(ground, this.playerCollision, this);


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

            },
            update: function () {
                this.Movements();
                if (Moves == 0) {
                   ...