p2 physics/kill and revive

 
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });

function preload() {

    game.load.image('atari', 'assets/sprites/atari130xe.png');
	game.load.image('sky', 'assets/skies/sunset.png');

}

var sprite;
var cursors;

function create() {

    game.add.image(0, 0, 'sky');

	//	Enable p2 physics
	game.physics.startSystem(Phaser.Physics.P2JS);

    //  Make things a bit more bouncey
    game.physics.p2.defaultRestitution = 0.8;

    //  Add a sprite
	sprite = game.add.sprite(200, 200, 'atari');

    //  Enable if for physics. This creates a default rectangular body.
	game.physics.p2.enable(sprite);

    //  Modify a few body properties
	sprite.body.setZeroDamping();
	sprite.body.fixedRotation = true;

    text = game.add.text(20, 20, 'move with arrow keys, click to kill and reset', { fill: '#ffffff' });

    game.input.onDown.add(deathToggle, this);

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

}

function deathToggle(pointer) {

    if (sprite.alive)
    {
        sprite.kill();
    }
    else
    {
        sprite.reset(pointer.x, pointer.y);
    }

}

function update() {

	sprite.body.setZeroVelocity();

    if (cursors.left.isDown)
    {
    	sprite.body.moveLeft(400);
    }
    else if (cursors.right.isDown)
    {
    	sprite.body.moveRight(400);
    }

    if (cursors.up.isDown)
    {
    	sprite.body.moveUp(400);
    }
    else if (cursors.down.isDown)
    {
    	sprite.body.moveDown(400);
    }

}