Recycle Physics Body

class Example extends Phaser.Scene
{
    constructor ()
    {
        super();
    }

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
        this.load.image('player', 'assets/sprites/ship.png');
        this.load.image('ship', 'assets/sprites/bsquadron1.png');
        this.load.image('apple', 'assets/sprites/apple.png');
        this.load.image('beball', 'assets/sprites/beball1.png');
        this.load.image('clown', 'assets/sprites/clown.png');
        this.load.image('ghost', 'assets/sprites/ghost.png');
    }

    create ()
    {
        const player = this.physics.add.image(400, 500, 'player');

        //  This array contains all the enemy sprites which are currently active and moving
        this.active = [];

        //  Create a pool of 100 physics bodies.

        //  To achieve this, we need a dummy Game Object they can pull default values from.

        this.pool = [];

        const dummy = this.add.image();
        const world = this.physics.world;

        for (let i = 0; i < 100; i++)
        {
            const body = new Phaser.Physics.Arcade.Body(world, dummy);

            this.pool.push(body);
        }

        //  Every 250ms we'll release an enemy
        this.time.addEvent({ delay: 250, callback: () => this.releaseEnemy(), loop: true });

        //  Let the player move the ship with the mouse
        this.input.on('pointermove', pointer => {

            player.x = pointer.worldX;
            player.y = pointer.worldY;

        });

        // this.physics.add.collider(sprite, balls);
    }

    update ()
    {
        this.checkEnemyBounds();
    }

    checkEnemyBounds ()
    {
        const world = this.physics.world;

        //  Check which enemies have left the screen
        for (let i = this.active.length - 1; i >= 0; i--)
        {
            const enemy = this.active[i];

            if (enemy.y > 700)
            {
                //  Recycle this body
                const body = enemy.body;

                //  Remove it from the internal world trees
                world.disableBody(body);

                //  Clear the gameObject references
                body.gameObject = undefined;

                //  Put it back into the pool
                this.pool.push(body);

                //  Nuke the sprite
                enemy.body = undefined;
                enemy.destroy();

                //  Remove it from the active array
                this.active.splice(i, 1);

                //  ^^^ technically, you wouldn't ever destroy the sprite, but instead
                //  put them back into their own pools for later re-use, otherwise there's no
                //  point recycling the physics bodies!
            }
        }
    }

    releaseEnemy ()
    {
        const pool = this.pool;

        const body = pool.pop();

        const x = Phaser.Math.Between(0, 800);
        const y = Phaser.Math.Between(-1200, 0);
        const frames =[ 'ship', 'apple', 'beball', 'clown', 'ghost' ];

        const enemy = this.add.image(x, y, Phaser.Utils.Array.GetRandom(frames));

        //  Link the sprite to the body
        enemy.body = body;
        body.gameObject = enemy;

        //  We need to do this to give the body the frame size of the sprite
        body.setSize()

        //  Now you could call 'setCircle' etc as required

        //  Insert the body back into the physics world
        this.physics.world.add(body);

        //  Give it some velocity
        body.setVelocity(0, Phaser.Math.Between(200, 400));

        //  Add to our active pool
        this.active.push(enemy);
    }
}

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

const game = new Phaser.Game(config);