Edit in JSFiddle

var game = new Phaser.Game(480, 320, Phaser.AUTO, null, {preload: preload, create: create, update: update});

var ball;
var paddle;
var bricks;
var newBrick;
var brickInfo;

function preload() {
    handleRemoteImagesOnJSFiddle();
    game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
    game.scale.pageAlignHorizontally = true;
    game.scale.pageAlignVertically = true;
    game.stage.backgroundColor = '#eee';
    game.load.image('ball', 'img/ball.png');
    game.load.image('paddle', 'img/paddle.png');
    game.load.image('brick', 'img/brick.png');
}
function create() {
    game.physics.startSystem(Phaser.Physics.ARCADE);
    game.physics.arcade.checkCollision.down = false;
    ball = game.add.sprite(game.world.width*0.5, game.world.height-25, 'ball');
    ball.anchor.set(0.5);
    game.physics.enable(ball, Phaser.Physics.ARCADE);
    ball.body.velocity.set(150, -150);
    ball.body.collideWorldBounds = true;
    ball.body.bounce.set(1);
    ball.checkWorldBounds = true;
    ball.events.onOutOfBounds.add(function(){
        alert('Game over!');
        location.reload();
    }, this);

    paddle = game.add.sprite(game.world.width*0.5, game.world.height-5, 'paddle');
    paddle.anchor.set(0.5,1);
    game.physics.enable(paddle, Phaser.Physics.ARCADE);
    paddle.body.immovable = true;

    initBricks();
}
function update() {
    game.physics.arcade.collide(ball, paddle);
    paddle.x = game.input.x || game.world.width*0.5;
}
function initBricks() {
    brickInfo = {
        width: 50,
        height: 20,
        count: {
            row: 7,
            col: 3
        },
        offset: {
            top: 50,
            left: 60
        },
        padding: 10
    }
    bricks = game.add.group();
    for(c=0; c<brickInfo.count.col; c++) {
        for(r=0; r<brickInfo.count.row; r++) {
            var brickX = (r*(brickInfo.width+brickInfo.padding))+brickInfo.offset.left;
            var brickY = (c*(brickInfo.height+brickInfo.padding))+brickInfo.offset.top;
            newBrick = game.add.sprite(brickX, brickY, 'brick');
            game.physics.enable(newBrick, Phaser.Physics.ARCADE);
            newBrick.body.immovable = true;
            newBrick.anchor.set(0.5);
            bricks.add(newBrick);
        }
    }
}

// this function (needed only on JSFiddle) take care of loading the images from the remote server
function handleRemoteImagesOnJSFiddle() {
	game.load.baseURL = 'https://end3r.github.io/Gamedev-Phaser-Content-Kit/demos/';
	game.load.crossOrigin = 'anonymous';
}

              
            
          
            
              
                
* { padding: 0; margin: 0; }

External resources loaded into this fiddle: