Body On A Path

class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('sky', 'src/games/firstgame/assets/sky.png');
        this.load.image('ground', 'src/games/firstgame/assets/platform.png');
        this.load.image('star', 'src/games/firstgame/assets/star.png');
        this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', {
            frameWidth: 32,
            frameHeight: 48
        });
    }

    create ()
    {
        this.add.image(400, 300, 'sky');

        const platforms = this.physics.add.staticGroup();

        platforms.create(400, 568, 'ground').setScale(2).refreshBody();
        platforms.create(600, 400, 'ground');
        platforms.create(50, 250, 'ground');

        this.player = this.physics.add.sprite(100, 450, 'dude');

        this.player.setBounce(0.2);
        this.player.setCollideWorldBounds(true);

        const stars = this.physics.add.group({ allowGravity: false });

        //  x, y = center of the path
        //  width, height = size of the elliptical path
        //  speed = speed the sprite moves along the path per frame

        stars.add(new FlyingStar(this, 150, 100, 100, 100, 0.005), true);
        stars.add(new FlyingStar(this, 500, 200, 40, 100, 0.005), true);
        stars.add(new FlyingStar(this, 600, 200, 40, 100, -0.005), true);
        stars.add(new FlyingStar(this, 700, 200, 40, 100, 0.01), true);

        this.anims.create({
            key: 'left',
            frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
            frameRate: 10,
            repeat: -1
        });

        this.anims.create({
            key: 'turn',
            frames: [ { key: 'dude', frame: 4 } ],
            frameRate: 20
        });

        this.anims.create({
            key: 'right',
            frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
            frameRate: 10,
            repeat: -1
        });

        this.cursors = this.input.keyboard.createCursorKeys();

        this.physics.add.collider(this.player, platforms);

        this.physics.add.overlap(this.player, stars, this.collectStar, null, this);
    }

    update ()
    {
        const { left, right, up } = this.cursors;

        if (left.isDown)
        {
            this.player.setVelocityX(-160);

            this.player.anims.play('left', true);
        }
        else if (right.isDown)
        {
            this.player.setVelocityX(160);

            this.player.anims.play('right', true);
        }
        else
        {
            this.player.setVelocityX(0);

            this.player.anims.play('turn');
        }

        if (up.isDown && this.player.body.touching.down)
        {
            this.player.setVelocityY(-330);
        }
    }

    collectStar (player, star)
    {
        star.disableBody(true, true);
    }
}

class FlyingStar extends Phaser.Physics.Arcade.Sprite
{
    constructor (scene, x, y, width, height, speed)
    {
        super(scene, x, y, 'star');

        //  This is the path the sprite will follow
        this.path = new Phaser.Curves.Ellipse(x, y, width, height);
        this.pathIndex = 0;
        this.pathSpeed = speed;
        this.pathVector = new Phaser.Math.Vector2();

        this.path.getPoint(0, this.pathVector);

        this.setPosition(this.pathVector.x, this.pathVector.y);
    }

    preUpdate (time, delta)
    {
        super.preUpdate(time, delta);

        this.path.getPoint(this.pathIndex, this.pathVector);

        this.setPosition(this.pathVector.x, this.pathVector.y);

        this.pathIndex = Phaser.Math.Wrap(this.pathIndex + this.pathSpeed, 0, 1);
    }
}

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: Example
};

const game = new Phaser.Game(config);