old_contents: 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(0.5, 0.2);
      DontPanic.game.physics.arcade.enable(player);
      player.body.bounce.y = 0.2;
      player.body.gravity.y = 0;
      player.body.collideWorldBounds = true;
      player.frame = 1;
      this.playerSprite = player;
    }
  
    handleInput() {
        this.playerSprite.body.velocity.x = 0;
        if (cursors.left.isDown && !cursors.right.isDown) {
          this.moveLeft();
        }
        else if (cursors.right.isDown && !cursors.left.isDown) {
          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;
    }
  }
  
new_contents: 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(0.5, 0.2);
      DontPanic.game.physics.arcade.enable(player);
      player.body.bounce.y = 0.2;
      player.body.gravity.y = 0;
      player.body.collideWorldBounds = true;
      player.frame = 1;
      this.playerSprite = player;
    }
  
    handleInput() {
        this.playerSprite.body.velocity.x = 0;
        if (cursors.left.isDown && !cursors.right.isDown) {
          this.moveLeft();
        }
        else if (cursors.right.isDown && !cursors.left.isDown) {
          this.moveRight();
        }
        else {
          this.moveUp();
        }
  
        if (DontPanic.game.input.pointer1.isDown) {
          console.log('pointer down!!');
        }
    }
  
    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;
    }
  }
  
subject: test pointer input