JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdn.jsdelivr.net/npm/phaser@3.21.0/dist/phaser.js"></script>

JavaScript

var game;
var heroSpeed = 150;
var heroGravity = 400;

var config = {
  width: 480,
  height: 320,
  backgroundColor: 0x000000,
  scene: {
        preload: preload,
        create: create,
        update: update
    },
  
  physics: {
    default: "arcade",
    arcade:{
        gravity:{
          y: 400
        },
        debug: false,
        debugShowVelocity: false
    }
  }
}


window.onload = function() {
	 game = new Phaser.Game(config);
}

function preload ()
{
          this.load.crossOrigin = 'anonymous';

          this.load.spritesheet("hero", "https://upload.cc/i1/2019/12/14/Es6Jir.png", { frameWidth: 20, frameHeight: 32 });
          this.load.image("floor", "https://upload.cc/i1/2019/12/14/wFxrdS.png");
          this.load.image("slope", "https://upload.cc/i1/2019/12/14/KiadwZ.png");
          this.load.image("big", "https://upload.cc/i1/2019/12/14/6dz9kp.png");
}
function create ()
{
 
          this.floor = this.physics.add.image(190, config.height - 66, "floor");
//          this.flooe.setOrigin(0);
          this.floor.setImmovable(true);
          this.floor.body.allowGravity = false;

          this.big = this.physics.add.sprite(config.width -100, config.height - 132, "big");
          this.big.setImmovable(true);
          this.big.body.allowGravity = false;

          this.slope = this.physics.add.sprite(config.width - 200, config.height - 132, "slope");
          this.slope.setImmovable(true);
          this.slope.body.allowGravity = false;

          this.hero = this.physics.add.sprite(32, config.height / 2, "hero");
          this.hero.setCollideWorldBounds(true);
//          this.hero.anchor.set(0.5);
          this.hero.goingRight = false;
          this.hero.goingLeft = false;

          this.hero.body.gravity.y = heroGravity;
          this.g = false;

       
           
          this.rightKeyPressed = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D);
          this.leftKeyPressed =...