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 _object;
var _angle = 0;
function create(){
    // set stage physics
    game.stage.backgroundColor = 0x808080;
    game.physics.startSystem(Phaser.Physics.arcade);
  
    _platform = fakeSprite(220, 200, 100, 30, '#0000dd');
    _object = fakeSprite(250, 160, 20, 30, '#00dd00');
    
    game.physics.arcade.enable([_platform, _object]);
    _object.body.gravity.y = 2000;
    _platform.body.immovable = true;
    _platform.body.velocity.x = 100;
}

function update(){
    //rotate(_platform, 200, 200, 30, _angle+=2);
    game.physics.arcade.collide(_platform, _object, CH_platform, null, this);
    if(_platform.x > 400){
    		_platform.body.velocity.x = -100;
        _platform.body.velocity.y = getRandomInt(-5,5)*10;
    }else if(_platform.x < 100){
    		_platform.body.velocity.x = 100;
        _platform.body.velocity.y = getRandomInt(-5,5)*10;
    }
}

function getRandomInt(min, max){
  return Math.floor(Math.random() * (max - min + 1)) + min;
}

function CH_platform(obj1, obj2){
    null;
}


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

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
    bmd.ctx.beginPath();
    bmd.ctx.moveTo(0, (h/2));
    bmd.ctx.lineTo(w, (h/2)); // middle line
    bmd.ctx.lineTo((w/2), (h/3)); // top arrow line
    bmd.ctx.moveTo((w/2), h-(h/3));
    bmd.ctx.lineTo(w, (h/2)); // bottom arrow line

    // draw the lines    
   ...