JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser-ce/2.9.4/phaser.js"></script>

JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render:render});

var player;
var cursors;
var jumpButton;
var bulletTime = 0;  
function preload() {

    game.stage.backgroundColor = '#0aff00';

    game.load.baseURL = 'http://examples.phaser.io/assets/';
    game.load.crossOrigin = 'anonymous';

    game.load.image('player', 'sprites/phaser-dude.png');
    game.load.image('platform', 'sprites/platform.png');
    game.load.image('bullet', 'games/invaders/enemy-bullet.png');
}

function create() {

    player = game.add.sprite(350, 200, 'player');

    game.physics.arcade.enable(player);

    player.body.collideWorldBounds = true;


    cursors = game.input.keyboard.createCursorKeys();
    shootButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
    player.customParams = {};
    
    
    
    bullets = game.add.group();
    bullets.enableBody = true;
    bullets.physicsBodyType = Phaser.Physics.ARCADE;
    bullets.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
    //  All 40 of them
    bullets.createMultiple(40, 'bullet');
    bullets.setAll('anchor.x', 0.5);
    bullets.setAll('anchor.y', 0.5);
    bullets.setAll('outOfBoundsKill', true);
    bullets.setAll('checkWorldBounds', true);
       
    bullets2 = game.add.group();
    bullets2.enableBody = true;
    bullets2.physicsBodyType = Phaser.Physics.ARCADE;
    bullets2.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
    //  All 40 of them
    bullets2.createMultiple(40, 'bullet');
    bullets2.setAll('anchor.x', 0.5);
    bullets2.setAll('anchor.y', 0.5);
    bullets2.setAll('outOfBoundsKill', true);
    bullets2.setAll('checkWorldBounds', true);
}

function update () {
 
    game.physics.arcade.collide(player);
    
    player.body.velocity.x = 0;

    if (cursors.left.isDown || player.customParams.isMovingLeft)
    {
        player.body.velocity.x = -250;
    }
    if (cursors.right.isDown ||...