class Player {
  constructor() {
    const player = DontPanic.game.add.sprite(DontPanic.game.world.width/2 - 16, DontPanic.game.world.height - 100, `rocket_${config.playerColour}`);
    player.scale.x = 0.5;
    player.scale.y = 0.5;
    player.anchor.set(0, 0);
    DontPanic.game.physics.arcade.enable(player);
    player.body.bounce.y = 0.2;
    player.body.setSize(65, 150, 0, 28, 0);
    player.body.immovable = true;
    player.body.gravity.y = 0;
    player.body.collideWorldBounds = true;
    player.frame = 1;
    player.lifeLostAnimate = player.animations.add('lifeLost', [-1,1,-1,1,-1]);
    // DontPanic.game.physics.p2.enable(player, true);
    //	Convex polys
    // player.body.clearShapes();
    // player.body.loadPolygon('physicsData', `rocket_${config.playerColour}`);
    this.playerSprite = player;
  }

  handleInput() {
    DontPanic.game.debug.spriteInfo(this.playerSprite, 32, 32);
    // DontPanic.game.debug.spriteBounds(player);
    DontPanic.game.debug.body(this.playerSprite);
      this.playerSprite.body.velocity.x = 0;
      if ((cursors.left.isDown && !cursors.right.isDown) || (DontPanic.game.input.pointer1.isDown && DontPanic.game.input.pointer1.x < DontPanic.game.world.centerX)) {
        this.moveLeft();
      }
      else if ((cursors.right.isDown && !cursors.left.isDown) || (DontPanic.game.input.pointer1.isDown && DontPanic.game.input.pointer1.x > DontPanic.game.world.centerX)) {
        this.moveRight();
      }
      else {
        this.moveUp();
      }
  }

  moveLeft() {
    this.playerSprite.body.velocity.x = -50;
    if (this.playerSprite.angle > -45) {
      this.playerSprite.angle -= 1;
    }
    this.playerSprite.frame = 2;
  }

  moveRight() {
    this.playerSprite.body.velocity.x = 50;
    if (this.playerSprite.angle < 45) {
      this.playerSprite.angle += 1;
    }
    this.playerSprite.frame = 0;
  }

  moveUp() {
    this.playerSprite.body.velocity.x = 0;
    if (this.playerSprite.angle > 0 ) {
      this.playerSprite.angle -= 1;
    }
    else if (this.playerSprite.angle < 0) {
      this.playerSprite.angle += 1;
    }
    this.playerSprite.frame = 1;
  }

  loseLifeFlash() {
    player.tint = 0xff0000;
  }
}

class Player {
  constructor() {
    const player = DontPanic.game.add.sprite(DontPanic.game.world.width/2 - 16, DontPanic.game.world.height - 100, `rocket_${config.playerColour}`);
    player.scale.x = 0.5;
    player.scale.y = 0.5;
    player.anchor.set(0, 0);
    DontPanic.game.physics.arcade.enable(player);
    player.body.bounce.y = 0.2;
    player.body.setSize(65, 150, 0, 28, 0);
    player.body.immovable = true;
    player.body.gravity.y = 0;
    player.body.collideWorldBounds = true;
    player.frame = 1;
    player.lifeLostAnimate = player.animations.add('lifeLost', [-1,1,-1,1,-1]);
    // DontPanic.game.physics.p2.enable(player, true);
    //	Convex polys
    // player.body.clearShapes();
    // player.body.loadPolygon('physicsData', `rocket_${config.playerColour}`);
    this.playerSprite = player;
  }

  handleInput() {
    DontPanic.game.debug.spriteInfo(this.playerSprite, 32, 32);
    // DontPanic.game.debug.spriteBounds(player);
    DontPanic.game.debug.body(this.playerSprite);
    this.playerSprite.body.velocity.x = 0;
    if ((cursors.left.isDown && !cursors.right.isDown) || (DontPanic.game.input.pointer1.isDown && DontPanic.game.input.pointer1.x < DontPanic.game.world.centerX)) {
      this.moveLeft();
    }
    else if ((cursors.right.isDown && !cursors.left.isDown) || (DontPanic.game.input.pointer1.isDown && DontPanic.game.input.pointer1.x > DontPanic.game.world.centerX)) {
      this.moveRight();
    }
    else {
      this.moveUp();
    }
  }

  moveLeft() {
    this.playerSprite.body.velocity.x = -50;
    if (this.playerSprite.angle > -45) {
      this.playerSprite.angle -= 1;
    }
    this.playerSprite.frame = 2;
  }

  moveRight() {
    this.playerSprite.body.velocity.x = 50;
    if (this.playerSprite.angle < 45) {
      this.playerSprite.angle += 1;
    }
    this.playerSprite.frame = 0;
  }

  moveUp() {
    this.playerSprite.body.velocity.x = 0;
    if (this.playerSprite.angle > 0 ) {
      this.playerSprite.angle -= 1;
    }
    else if (this.playerSprite.angle < 0) {
      this.playerSprite.angle += 1;
    }
    this.playerSprite.frame = 1;
  }

  loseLifeFlash() {
    player.tint = 0xff0000;
  }
}

fix indentation