[SOLVED] Extends Phaser.Physics.Arcade.Sprite setVelocity problem

Hi everyone !

I’m creating à game with es6 modern Phaser boilerplate, and here is my problem :

I’ve created a class, extends the Phaser.Physics.Arcade.Sprite class :

 export default class Heroe extends Phaser.Physics.Arcade.Sprite {

  constructor(scene, x, y, id_heroe) {

    switch (id_heroe) {
        case 1:
            super(scene, x, y, 'player-idle')
        break;
    
        default:
        break;
    }
    scene.add.existing(this)
    scene.physics.add.existing(this)

    //HEROES ANIMATIONS
    //idle
    scene.anims.create({
        key: 'idle',
        frames: scene.anims.generateFrameNumbers('player-idle'),
        frameRate: 20,
        repeat: -1
    })
    //run
    scene.anims.create({
        key: 'run',
        frames: scene.anims.generateFrameNumbers('player-run'),
        frameRate: 20,
        repeat: -1
    })

    this.anims.play('idle')

    this.setCollideWorldBounds(true)

    //CREATE KEY CURSORS 
    scene.cursors = scene.input.keyboard.createCursorKeys()
    scene.keyQ = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q)
    scene.keyD = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)
    scene.keyZ = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Z)
    scene.keyE = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E)

    scene.events.on(Phaser.Scenes.Events.UPDATE, this.handleMovement, this)

  }

  handleMovement(){
    let speedX = 200;
  
    if (this.scene.cursors.left.isDown || this.scene.keyQ.isDown) {
        this.setVelocityX(-speedX)
        this.setFlipX(true)
        this.play('run', true)
    }
    else if (this.scene.cursors.right.isDown || this.scene.keyD.isDown) {
        this.setVelocityX(speedX);
        this.setFlipX(false);
        this.play('run', true)
    }
  }

}

My problem is : when I press a key, the ‘heroe’ go on the right direction but never stop, it’s my first time with extends class and all the news of ES6 and i don’t understand this comportment…

In my previous games, setVelocity apply a force to the sprite and it stoped after a moment, but not here?

Please need help, thank you !!!

EDIT : I forget the else{ setVelocity(0,0);}

… Sorry :,)