how move enemy constantly horizantally (patrooling)

Hello ! i have main scene:

export class Level1 extends Scene {
  private player!: Player;
  private enemies!: Phaser.GameObjects.Sprite[];
  constructor() {
    super("level-1-scene");
  }
  create(): void {
    this.initMap();
    this.player = new Player(this, 100, 100);
    this.initEnemies();
  }
  update(): void {
    this.player.update();
    this.enemies.forEach((enm) => enm.update());
  }

 //...........................
  private initEnemies(): void {
    const enemyPoints = gameObjToObjPoint(
      this.map.filterObjects("Enemies", (obj) => obj.name === "EnemyPoint")
    );
    this.enemies = enemyPoints.map((enemyPoint) =>
      new Enemy(this, enemyPoint.x, enemyPoint.y, "tiles_spr", this.player, 503)
        .setName(enemyPoint.id.toString())
        .setScale(1.5)
    );
    this.physics.add.collider(this.enemies, this.wallsLayer);
    this.physics.add.collider(this.enemies, this.enemies);
    this.physics.add.collider(this.player, this.enemies, (obj1, obj2) => {
      (obj1 as Player).getDamage(1);
    });
  }
}

Enemy class:

export class Enemy extends Actor {
  private target: Player;
  private AGRESSOR_RADIUS = 100;
  private patrolPointX: number;
  private patrolPointY: number;
  private attackHandler: () => void;
  constructor(
    scene: Phaser.Scene,
    x: number,
    y: number,
    texture: string,
    target: Player,
    frame?: string | number
  ) {
    super(scene, x, y, texture, frame);
    this.patrolPointX = this.x + 100;
    this.patrolPointY = this.y + 100;
    this.attackHandler = () => {
      if (
        Phaser.Math.Distance.BetweenPoints(
          { x: this.x, y: this.y },
          { x: this.target.x, y: this.target.y }
        ) < this.target.width
      ) {
        this.getDamage();
        this.disableBody(true, false);
        this.scene.time.delayedCall(300, () => {
          this.destroy();
        });
      }
    };
    this.target = target;
    scene.add.existing(this);
    scene.physics.add.existing(this);
    this.getBody().setSize(16, 16);
    this.getBody().setOffset(0, 0);
    //....................
  }
// i code some like this but its not working
  update(): void {
    this.getBody().setVelocityX(0);
    if (
      Phaser.Math.Distance.BetweenPoints(
        { x: this.x, y: this.y },
        { x: this.patrolPointX, y: this.y }
      ) <= 100 &&
      Phaser.Math.Distance.BetweenPoints(
        { x: this.x, y: this.y },
        { x: this.patrolPointX, y: this.y }
      ) !== 0
    ) {
      console.log(
        "between enemy and patrol point",
        Phaser.Math.Distance.BetweenPoints(
          { x: this.x, y: this.y },
          { x: this.patrolPointX, y: this.y }
        ) <= 100
      );
      this.body.velocity.x = 100;
    } else if (
      Phaser.Math.Distance.BetweenPoints(
        { x: this.x, y: this.y },
        { x: this.patrolPointX, y: this.y }
      ) === 0
    ) {
      console.log(
        "between enemy and patrol point zero",
        Phaser.Math.Distance.BetweenPoints(
          { x: this.x, y: this.y },
          { x: this.patrolPointX, y: this.y }
        ) === 100
      );
      this.body.velocity.x = -100;
    }
  }
}

So how can make my enemy goig from left to right and from right to lef all time ?
i tried this approach (see comment in Enemy ) class