JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.1/phaser.min.js"></script>
<div id="game-area">

</div>

JavaScript

var CANVAS_WIDTH = 600;
var CANVAS_HEIGHT = 400;

var game = new Phaser.Game(CANVAS_WIDTH, CANVAS_HEIGHT, Phaser.AUTO, 'game-area', { create: create, update: update});

var _platform;
var _player;
var _object;
var _angle = 0;
var _cursor;

function create(){
    //add cursor
    _cursor = game.input.keyboard.createCursorKeys();
    
    // set stage physics
    game.stage.backgroundColor = 0x808080;
    game.physics.startSystem(Phaser.Physics.arcade);
  
    _platform = fakeSprite(250, 200, 100, 20, '#0000dd');
    _player = fakeSprite(250, 150, 20, 20, '#0000dd');
    
    game.physics.arcade.enable([_platform, _player]);
    
    _player.body.gravity.y = 2500;
    
    _platform.body.immovable = true;
}

function update(){
    // Move the player when an arrow key is pressed
    if (_cursor.left.isDown) {
        _player.body.velocity.x = -200;
    }else if (_cursor.right.isDown){
        _player.body.velocity.x = 200;
    }else if (_cursor.up.isDown){
        _player.body.y -= 1;
        _player.body.velocity.y = -200;
    }else if (_cursor.down.isDown){
        _player.body.velocity.y = 200;
    }else {
        _player.body.velocity.x = 0;
        _player.body.velocity.y = 0;
    }
    
    rotate(_platform, 200, 200, 30, _angle++);
    game.physics.arcade.collide(_platform, _player, CH_player, null, this);
    
}

function CH_player(obj1, obj2){
    null;
}

function rotate(obj, centerX, centerY, distance, angle) {
    var angle_rad = Math.PI/ 180 * angle;
    xx = centerX + distance * Math.cos(angle_rad);
    yy = centerY + distance * Math.sin(angle_rad);
    
    obj.body.velocity.x = centerX - xx;
    obj.body.velocity.y = centerY - yy;
}

function fakeSprite(x, y, w, h, c) {
    // create a new bitmap data object
    var bmd = game.add.bitmapData(w, h);

    // draw to the canvas context like normal
    bmd.ctx.beginPath();
    bmd.ctx.rect(0,0,w, h);
    bmd.ctx.fillStyle = c;
    bmd.ctx.fill();

    // draw arrow pointing to right
   ...