JSFiddle - React, Tailwind, and code Playground

HTML

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

JavaScript

'use strict';

var _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }

var Map = (function () {
    function Map() {
        _classCallCheck(this, Map);
    }

    _createClass(Map, null, [{
        key: 'init',
        value: function init(info, w, h) {
            this.info = info;
            this.WIDTH = w;
            this.HEIGHT = h;
        }
    }, {
        key: 'fillArray',
        value: function fillArray() {
            var fullArr = [];
            for (var y = 0; y < this.HEIGHT; y++) {
                var tempArr = [];
                for (var x = 0; x < this.WIDTH; x++) {
                    tempArr.push(Math.round(Math.random() * 1));
                }
                fullArr.push(tempArr);
            }
            return fullArr;
        }
    }, {
        key: 'fillKeys',
        value: function fillKeys() {
            var fullArr = {};
            for (var y = 0; y < this.HEIGHT; y++) {
                for (var x = 0; x < this.WIDTH; x++) {
                    fullArr[x + ',' + y] = Math.round(Math.random() * 1);
                }
            }
            return fullArr;
        }
    }, {
        key: 'createTileMap',
        value: function createTileMap() {
            this.drawInfo = game.add.tilemap();
            var bmd = game.make.bitmapData(32, 32);

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