y.velocity.y,
              z = Math.cos(theta) * speed

            this.player.body.setVelocity(x, y, z)
          }

          if (this.keys.a.isDown) this.player.body.setAngularVelocityY(3)
          else if (this.keys.d.isDown) this.player.body.setAngularVelocityY(-3)
          else this.player.body.setAngularVelocityY(0)
        }
      }

      const config = {
        type: Phaser.WEBGL,
        transparent: true,
        scale: {
          mode: Phaser.Scale.FIT,
          autoCenter: Phaser.Scale.