text: class statePlay extends Phaser.State {
    constructor(game) {
      super(game);
    }
  
    create() {
      this.sprite = this.game.add.sprite(100, 100, 'logo');
  
      this.cursors = this.game.input.keyboard.createCursorKeys();
      this.game.input.keyboard.addKeyCapture([
        Phaser.Keyboard.LEFT,
        Phaser.Keyboard.RIGHT,
        Phaser.Keyboard.UP,
        Phaser.Keyboard.DOWN,
        Phaser.Keyboard.SPACEBAR
      ]);
    }
  
    update() {
      const speed = 10;
  
      if (this.cursors.up.isDown) {
        this.sprite.y -= speed;
      }
      else if (this.cursors.down.isDown) {
        this.sprite.y += speed;
      }
      else if (this.cursors.left.isDown) {
        this.sprite.x -= speed;
      }
      else if (this.cursors.right.isDown) {
        this.sprite.x += speed;
      }
    }
  
    render() {
  
      this.game.debug.cameraInfo(this.camera, 15, 15);
    }
  }
  
  export default statePlay;
  