JSFiddle - React, Tailwind, and code Playground

JavaScript

var canvas;
var ctx;
var width = 600;
var height = 600;
var starfield;
var starX = 0;
var starY = 0;
var starY2 = -600;


var score = 0;
var highscore = 10;
var alive = true;
var lives = 3;
var gameStarted = false;

livesimage = new Image()
livesimage.src = 'hart.png';

var levens3 = true;
var levens2 = false;
var levens1 = false;


function livedraw()
{
	if(lives == 3)
	{
		ctx.drawImage(livesimage,10,10,50,38);
		ctx.drawImage(livesimage,50,10,50,38);
		ctx.drawImage(livesimage,90,10,50,38);
	}
	if(lives == 2)
	{
		ctx.drawImage(livesimage,10,10,50,38);
		ctx.drawImage(livesimage,50,10,50,38);
	}
	if(lives == 1)
	{
		ctx.drawImage(livesimage,10,10,50,38);
	}
	
}


function clearCanvas() {
  ctx.clearRect(0, 0, width, height);
}

function init() {
  canvas = document.getElementById('canvas');
  ctx = canvas.getContext('2d');
  ship = new Image();
  ship.src = 'ship.png';
  starfield = new Image();
  starfield.src = 'starfield.jpg';
  document.addEventListener('keydown', keyDown, false);
  document.addEventListener('keyup', keyUp, false);
  canvas.addEventListener('click', gameStart, false);
  gameLoop();
}


function gameStart() {
  gameStarted = true;
  canvas.removeEventListener('click', gameStart, false);
}


function gameLoop() {
  clearCanvas();
  drawStarfield();
  if (alive && gameStarted && lives > 0) {
  
	
    hitTest();
    moveEnemies();
    moveLaser();
    drawEnemies();
    drawShip();
    drawLaser();
    shipCollision();
	livedraw();
	update();
	DeleteItems();
	console.log(localStorage.getItem("highscore"));
	
  }
  scoreTotal();
  
  setTimeout(gameLoop, 1000 / 30);
}


function scoreTotal() {
  ctx.font = 'bold 18px VT323';
  ctx.fillStyle = '#fff';
  ctx.fillText('Score: ', 10, 55);
  ctx.fillText(score, 70, 55);
  ctx.fillText('Lives: ', 10, 30);
  ctx.fillText(lives, 68, 30);

  if (!alive) {
    ctx.fillText('Game Over!', 245, (height / 2));


    ctx.fillRect((width / 2) - 65, (height / 2) + 10, 100, 40);
    ctx.fillStyle = '#000';
   ...