JSFiddle - React, Tailwind, and code Playground

HTML

<script src="http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.6/phaser.min.js"></script>

JavaScript

(function () {
    var myGame = new Phaser.Game(800, 600, Phaser.AUTO, '', {
        preload: preload,
        create: create,
        update: update
    });

    function preload() {
        myGame.load.spritesheet('user', 'user4.png', 95, 158, 12);
        myGame.load.spritesheet('dog', 'dog.png', 58.6, 84, 6);
        myGame.load.image('poop', 'poop.png', 0, 50);
        myGame.load.image('ground', 'platform.png');
        myGame.load.image('bg', 'bg.jpg');
    }

    var platforms,
    player,
    dog,
    dogs,
    cursors,
    poops,
    scoreText,
    score = 0;

    function create() {

        //  We're going to be using physics, so enable the Arcade Physics system
        myGame.physics.startSystem(Phaser.Physics.ARCADE);

        //  A simple background for our game
        myGame.add.sprite(0, 0, 'bg');

        //  The platforms group contains the ground and the 2 ledges we can jump on
        platforms = myGame.add.group();

        //  We will enable physics for any object that is created in this group
        platforms.enableBody = true;

        // Here we create the ground.
        var ground = platforms.create(0, myGame.world.height - 64, 'ground');
        ground.scale.setTo(2, 2);

        //  This stops it from falling away when you jump on it
        ground.body.immovable = true;

        //myGame.add.sprite(0, 0, 'poop');
        myGame.physics.startSystem(Phaser.Physics.ARCADE);

        //dog = myGame.add.sprite(150, 130, 'dog');
        dogs = myGame.add.group();
        dogs.enableBody = true;
        dogs.physicsBodyType = Phaser.Physics.ARCADE;

        //var dog;
        for (var i = 0; i < 5; i++) {
            dog = dogs.create(myGame.world.randomX, myGame.world.randomY - 50, 'dog');
            dog.body.bounce.set(1);
            dog.body.immovable = false;
            dog.body.collideWorldBounds = true;
            //dog.body.checkWorldBounds = true;
            dog.animations.add('right', [0, 1, 2, 3, 4, 5], 6, true);
         ...