Game Freeze idk happening

Hello There i trynna to make simply game but it freeze when should move(i still newbie)

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: {
        preload: preload,
        create: create,
        update: update,
    }
};
    var game = new Phaser.Game(config);
    function preload ()
    {
       
        this.load.image('sky', 'assets/background/m6/pre.png');
        this.load.image('ground', 'assets/ground/grass.png');
        this.load.image('point', 'assets/sprites/diamond/diamond.png');
        this.load.image('player', 'assets/sprites/diamond/diamond.png', { frameWidth: 44, frameHeight: 69 });
        this.load.image('bomb', 'assets/sprites/bombs/atari.png')
    }
    var platforms;
    var player;
    function create ()
    {
        this.add.image(400, 300, 'sky');
        platforms = this.physics.add.staticGroup();
        platforms.create(400, 568, 'ground').setScale(2).refreshBody();
        platforms.create(600, 400, 'ground');
        platforms.create(50, 250, 'ground');
        platforms.create(750, 220, 'ground');
        this.add.image(400, 300, 'point');
        player = this.physics.add.sprite(100, 450, 'player');
        player.setBounce(0.2);
        player.setCollideWorldBounds(true);
        this.physics.add.collider(player, platforms);

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

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

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

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

        stars = this.physics.add.group({
            key: 'point',
            repeat: 11,
            setXY: { x: 12, y: 0, stepX: 70 }
        });

        stars.children.iterate(function (child) {
            child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
        });

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

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

        var score = 0;
        var scoreText;
        scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#fff' });

        function collectStar (player, star)
        {
            star.disableBody(true, true);
            score += 10;
            scoreText.setText('Score: ' + score);
            if (stars.countActive(true) === 0)
                {
                    stars.children.iterate(function (child) {
                        child.enableBody(true, child.x, 0, true, true);
                    });

                    var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
                    var bomb = bombs.create(x, 16, 'bomb');
                    bomb.setBounce(1);
                    bomb.setCollideWorldBounds(true);
                    bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
                }
        }

        bombs = this.physics.add.group();
        this.physics.add.collider(bombs, platforms);
        this.physics.add.collider(player, bombs, hitBomb, null, this);

        function hitBomb (player, bomb)
        {
            this.physics.pause();
            player.setTint(0xff0000);
            player.anims.play('turn');
            gameOver = true;
        }
    }
    function update ()
{
    if (cursors.left.isDown)
    {
        player.setVelocityX(-160);
        player.anims.play('left', true);
    }
else if (cursors.right.isDown)
    {
        player.setVelocityX(160);
        player.anims.play('right', true);
    }
else
    {
        player.setVelocityX(0);
        player.anims.play('turn');
    }
if (cursors.up.isDown && player.body.touching.down)
    {
        player.setVelocityY(-330);
    }
}

yea i read tutorial on page and try to fix that but i dunno what is happening on console i got few error about phaser min1

What are the errors?

phaser min.js can’t load texture

If you get errors loading assets, fix those first. Creating animations will fail if nothing has loaded.

This should probably be load.spritesheet(…).