JSFiddle - React, Tailwind, and code Playground

HTML

<script src="http://irok84.kei.pl/share/for_fiddle/phaser/build/phaser.min.js"></script>
<div id="game-container"></div>

CSS

#game-container {
    width: 500px;
    height: 300px;
    background-color: black;
    color: #ffffff;
}

JavaScript

var player;
var cursors;
var jumpTimer = 0;
var facing = 'idle';
var physicsEngine = Phaser.Physics.ARCADE; 
var elevatorMoveTime = 1500;

function preload() {
  game.load.spritesheet('dude', 'http://irok84.kei.pl/share/for_fiddle/assets/dude.png', 32, 48);
  game.load.image('elevator', 'http://irok84.kei.pl/share/for_fiddle/assets/elevator.png', 78, 30);
}

function create() {
  game.physics.startSystem(physicsEngine);
  game.world.setBounds(0, 0, 500, 300);

  player = game.add.sprite(100, 100, 'dude');
  game.physics.enable(player, physicsEngine);
  player.body.collideWorldBounds = true;
  player.body.gravity.y = 1800;
  player.body.maxVelocity.y = 500;    
    
  player.animations.add('left', [0, 1, 2, 3], 10, true);
  player.animations.add('turn', [4], 20, true);
  player.animations.add('right', [5, 6, 7, 8], 10, true);    
    
  elevator1 = game.add.sprite(100, 250, 'elevator');
  game.physics.enable(elevator1, physicsEngine);
  elevator1.body.immovable = true;

  cursors = game.input.keyboard.createCursorKeys();
  jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
    
  game.add.tween(elevator1.body)
  .to({y: 250}, elevatorMoveTime, Phaser.Easing.Quadratic.InOut)
  .to({y: 150}, elevatorMoveTime, Phaser.Easing.Quadratic.InOut)
  .loop()
  .start();
}


function update() {
    game.physics.arcade.collide(player, elevator1);

    player.body.velocity.x = 0;
    if (cursors.left.isDown)
    {
        player.body.velocity.x = -150;

        if (facing != 'left')
        {
            player.animations.play('left');
            facing = 'left';
        }
    }
    else if (cursors.right.isDown)
    {
        player.body.velocity.x = 150;

        if (facing != 'right')
        {
            player.animations.play('right');
            facing = 'right';
        }
    }
    else
    {
        if (facing != 'idle')
        {
            player.animations.stop();

            if (facing == 'left')
            {
                player.frame = 0;
 ...