JSFiddle - React, Tailwind, and code Playground

HTML

<script src="http://www.spritely.net/releases/0.6.1/jquery.spritely-0.6.1.js"></script>

JavaScript

;(function(global, $, undefined){
	// Player Class
    var Player = function(size, explodeSize, pos, speed, img, explodeImage, spriteCount, explosionSpriteCount){
        this.size = size;
        this.explodeSize = explodeSize;
  		this.img = img;
        this.explodeImg = explodeImage;
        this.spriteCount = spriteCount;
        this.pos = pos;
        this.el = null;
        this.timeout = 0;
        this.speed = speed;
        this.spriteCounter = 0;
        
        this.explosionSpriteCounter = 0;
        this.explosionSpriteCount = explosionSpriteCount;
        this.stanga = true;
        this.init();
    } 
    
    Player.prototype = {
        init : function(){
            var self = this;
            var img = new Image();
            img.onload = function(){self.pace = img.width / self.spriteCount}
            img.src = this.img;
            
            
            var img2 = new Image();
            img2.onload = function(){self.explosionPace = img2.width / self.explosionSpriteCount}
            img2.src = this.explodeImg;
            
        	this.el = $('<div />')
                        .css({
                            width : this.size.width,
                            height : this.size.height,
                            backgroundImage : 'url(' + this.img + ')',
                            position : 'absolute',
                            top : 0,
                            left : 0
                       //     backgroundSize : '100% 100%'
                        })
            			.appendTo('body');
            
            this.bindEventHandlers();
            this.updatePosition();
        },
        
        // here is the place to bind all the event handlers (such as click, keydown..)
        bindEventHandlers : function(){
            var instance = this;
        	$(document)
                .on('keydown', function(e){
                	// if it is a directional key, start moving the player	
                   
               ...