JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.4/phaser.js"></script>

JavaScript

var earthBMD
var scrollEarthBMD
var earth
var shadow
var size = 250 // diameter of circle
var mapW = 1280 // width of texture
var mapH = 512 // height of texture
var planet // group to put everything in
var newW = mapW * (size/mapH)
var newH = size

game = new Phaser.Game(640, 480, Phaser.AUTO, '', {
    preload: preload,
    create: create,
    update: update
});

function preload () {
    game.load.crossOrigin = 'anonymous';
    game.load.image("texture", "http://i.imgur.com/G4xEZx3.jpg");
    game.load.image("sphere", "http://i.imgur.com/cyz54kw.png");
    game.load.image("button", "http://i.imgur.com/oS5Q1Jx.png");

};

function create() {

    planet = game.add.group()
    
    var useScaledEarthBitmap = false // set this true/false
    
    if(useScaledEarthBitmap) {
    	// create bitmap data to scale map down to
    	scaledEarthBMD = game.make.bitmapData(newW, newH,'scaledEarthBMD',true)
    	scaledEarthBMD.draw('texture',0,0,newW, newH)
   		earth = game.add.tileSprite(0,0,250,250,scaledEarthBMD)
    }
    else {
        // if you want to use the full texture
    	earth=game.add.tileSprite(0,0,250,250,'texture')
    	var scale=size/mapH
   		earth.tileScale = new Phaser.Point(scale, scale)
    }

    
   	// add our highlight
   	shadow = game.make.sprite(0,0,'sphere')
   
   	// center our sprites
   	earth.anchor.set(0.5)
   	shadow.anchor.set(0.5)
   
   	// create a mask
   	g = game.add.graphics(0,0)
   	g.beginFill(0xFFFFFF,1)
   
   	// smooth off the edge by drawing a bit smaller than the sphere which is jagged
   	g.drawCircle(0,0,size-2)
 
   
   	// rotate our sprite.. no need to rotate the texture
   	earth.angle=-15;
   
   	// put the earth and the mask into the group to make moving them both simpler
   	planet.add(earth)
    planet.add(g)
   	planet.add(shadow)
  	planet.mask = g

   
   	planet.x = game.width/2
   	planet.y = game.height/2
   
   	// just for debugging
   	earth.inputEnabled = true;
  ...