JSFiddle - React, Tailwind, and code Playground

JavaScript

var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.CANVAS, 'gameArea', { preload: preload, create: create, update: update, render: render });

function preload() {

    game.load.image('space', 'assets/skies/deep-space.jpg');
    game.load.image('bullet', 'assets/games/asteroids/bullets.png');
    game.load.image('ship', 'assets/ball48.png');
    game.load.image('enemy', 'assets/ball32.png');

}

var sprite;
var ship;
var cursors;

function create() {

    //  This will run in Canvas mode, so let's gain a little speed and display
    game.renderer.clearBeforeRender = true;
    game.renderer.roundPixels = true;

    //  We need arcade physics
    game.physics.startSystem(Phaser.Physics.ARCADE);

    //  A spacey background
    game.add.tileSprite(0, 0, game.width, game.height, 'space');

    //  Our player ship
    sprite = game.add.sprite(0, 0, 'ship');
    sprite.anchor.set(0.5);

    //  and its physics settings
    game.physics.enable(sprite, Phaser.Physics.ARCADE);

    //sprite.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
    //IMPORTANT: SPRITE.BODY.DRAG IS THE REASON FOR UNCONTINUOUS MOVEMENT IN SAME DIRECTION RIGHT BEFORE STOPPING
    sprite.body.drag.set(25);
    sprite.body.maxVelocity.set(175);
    sprite.body.collideWorldBounds = true;

    var enemy = game.add.sprite(300, 0, 'enemy');
    var enemy2 = game.add.sprite(75, 75, 'enemy');
    var enemy3 = game.add.sprite(0, 300, 'enemy');

    game.physics.arcade.enable(enemy);
    game.physics.arcade.enable(enemy2);
    game.physics.arcade.enable(enemy3);
    
    enemy.body.velocity.setTo(100, 100);
    enemy2.body.velocity.setTo(200, 200);
    enemy3.body.velocity.setTo(300, 300);
    
    enemy.body.bounce.set(1.005);
    enemy2.body.bounce.set(1.005);
    enemy3.body.bounce.set(1.005);

    enemy.body.collideWorldBounds = true;
    enemy2.body.collideWorldBounds = true;
    enemy3.body.collideWorldBounds = true;

    //  Game input
    cursors =...