JSFiddle - React, Tailwind, and code Playground

HTML

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

JavaScript

var CANVAS_WIDTH = 600;
var CANVAS_HEIGHT = 400;

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

var _box = null;
var _box_size = 200;
var _box_ox = 200;
var _box_oy = 300;
var _box_sloped = null;
var _box_sloped_ox = _box_ox/2+_box_ox+Math.sqrt((_box_size)/2*(_box_size/2)*2);
var _box_sloped_oy = _box_oy-_box_size/2;

var _player = null;
var _player_size = 50;
var _player_ox = 100;
var _player_oy = 175;
// -------------------------------------
// PHASER GAME FUNCTIONS
// -------------------------------------
function create() {
	// set stage physics
	game.stage.backgroundColor = 0x808080;
	game.physics.startSystem(Phaser.Physics.P2JS);
  game.physics.p2.gravity.y = 10;
  
	// testing add fake sprites
  _player = fakeSprite(_player_ox, _player_oy, _player_size, _player_size, '#0000dd');
	_box = fakeSprite(_box_ox, _box_oy, _box_size, _box_size, '#00dd00');
  _box_sloped = fakeSprite(_box_sloped_ox, _box_sloped_oy, _box_size, _box_size, '#dd0000');
	
	// add physics to sprites
	game.physics.p2.enable([_box, _box_sloped, _player],true);
  _box.body.kinematic = true;
  _box_sloped.body.kinematic = true;
  _box_sloped.body.angle -= 45;
}

function update() {
	_player.body.x +=1;
}

function render() {

}

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    
	bmd.ctx.strokeStyle = '#000000';
    bmd.ctx.stroke();

    // use the bitmap data as the texture for the sprite
    var sprite =...