Troubles with adding a player 2 into platformer game

I have a fully functioning game with only a single player, however, I wanted to expand the game and make it a multiplayer game. In order to do so I just took my code from Player 1 and copied and made some alterations for the Player 2 Javascript File. For starters I only wanted the camera to follow player 1 and not player 2, and wanted player 2 to be moved by the arrow keys whereas player to be moved by the WASD keys. After removing the camera follow code, and making the cursor keys for player 2, I ran the code. The results were very different. Both players move by the WASD keys and the camera only follows player 2, which is the complete opposite to what I attempted. The code for player 1 and player 2 can be found below (in that order):

Player 1:

var Phaser = Phaser || {};
var Platformer = Platformer || {};

Platformer.Player = function (game_state, position, properties) {
    "use strict";

    var propertiesTemp = new Array(); // Temp variable for array
    for (let i = 0; i < properties.length; i++) {
        var name = properties[i].name;
        propertiesTemp[name] = properties[i].value;
    }
    properties = propertiesTemp; //Overwrite old values with new

    Platformer.Prefab.call(this, game_state, position, properties);

    this.walking_speed = +properties.walking_speed;
    this.jumping_speed = +properties.jumping_speed;
    this.bouncing = +properties.bouncing;

    this.game_state.game.physics.arcade.enable(this);
    this.body.collideWorldBounds = true;

    this.game.camera.follow(this);

    this.frame = 3;

    this.anchor.setTo(0.5);

    this.game.input.keyboard.addKey(Phaser.Keyboard.A);
    this.game.input.keyboard.addKey(Phaser.Keyboard.S);
    this.game.input.keyboard.addKey(Phaser.Keyboard.D);
    this.game.input.keyboard.addKey(Phaser.Keyboard.W);
    //this.cursors = this.game_state.game.input.keyboard.createCursorKeys();//*/
};

Platformer.Player.prototype = Object.create(Platformer.Prefab.prototype);
Platformer.Player.prototype.constructor = Platformer.Player;

Platformer.Player.prototype.update = function () {
    "use strict";
    this.game_state.game.physics.arcade.collide(this, 
    this.game_state.layers.Solid);//changed the layer name to get it working, because why not
    this.game_state.game.physics.arcade.collide(this, this.game_state.groups.enemies, 
this.hit_enemy, null, this);

    if (this.game.input.keyboard.isDown(Phaser.Keyboard.D) && this.body.velocity.x >= 0) {
        // move right
        this.body.velocity.x = this.walking_speed;
        this.animations.play("walking");
        this.scale.setTo(-1, 1);
    } else if (this.game.input.keyboard.isDown(Phaser.Keyboard.A) && this.body.velocity.x 
<= 0) {
        // move left
        this.body.velocity.x = -this.walking_speed;
        this.animations.play("walking");
        this.scale.setTo(1, 1);
    } else {
        // stop
        this.body.velocity.x = 0;
        this.animations.stop();
        this.frame = 3;
    }

    // jump only if touching a tile
    if (this.game.input.keyboard.isDown(Phaser.Keyboard.W) && this.body.blocked.down) {
        this.body.velocity.y = -this.jumping_speed;
    }

    // dies if touches the end of the screen
    if (this.bottom >= this.game_state.game.world.height) {
        //this.game_state.restart_level();
        this.body.x = this.body.x -900;
        this.body.y = 24;
    }
};

Platformer.Player.prototype.hit_enemy = function (player, enemy) {
    "use strict";
    // if the player is above the enemy, the enemy is killed, otherwise the player dies
    if (enemy.body.touching.up) {
        enemy.kill();
        this.body.y -= this.bouncing;
    } else {
        //this.game_state.restart_level();
        this.body.x = this.body.x -900;
        this.body.y = 24;
    }
};

Player 2:

var Phaser = Phaser || {};
var Platformer = Platformer || {};

 Platformer.Player2 = function (game_state, position, properties) {
        "use strict";

    var propertiesTemp = new Array(); // Temp variable for array
    for (let i = 0; i < properties.length; i++) {
        var name = properties[i].name;
        propertiesTemp[name] = properties[i].value;
    }
    properties = propertiesTemp; //Overwrite old values with new

    Platformer.Prefab.call(this, game_state, position, properties);

    this.walking_speed = +properties.walking_speed;
    this.jumping_speed = +properties.jumping_speed;
    this.bouncing = +properties.bouncing;

    this.game_state.game.physics.arcade.enable(this);
    this.body.collideWorldBounds = true;


    this.cursors = this.game_state.game.input.keyboard.createCursorKeys();//*/
};

    Platformer.Player2.prototype = Object.create(Platformer.Prefab.prototype);
    Platformer.Player2.prototype.constructor = Platformer.Player2;

    Platformer.Player2.prototype.update = function () {
        "use strict";
        this.game_state.game.physics.arcade.collide(this, 
    this.game_state.layers.Solid);//changed 
    the layer name to get it working, because why not
        this.game_state.game.physics.arcade.collide(this, this.game_state.groups.enemies, 
    this.hit_enemy, null, this);

    if (this.cursors.right.isDown && this.body.velocity.x >= 0) {
        // move right
        this.body.velocity.x = this.walking_speed;
        this.animations.play("walking");
        this.scale.setTo(-1, 1);
    } else if (this.cursors.left.isDown && this.body.velocity.x <= 0) {
        // move left
        this.body.velocity.x = -this.walking_speed;
        this.animations.play("walking");
        this.scale.setTo(1, 1);
    } else {
        // stop
        this.body.velocity.x = 0;
        this.animations.stop();
        this.frame = 3;
    }

    // jump only if touching a tile
    if (this.cursors.up.isDown && this.body.blocked.down) {
        this.body.velocity.y = -this.jumping_speed;
    }

    // dies if touches the end of the screen
    if (this.bottom >= this.game_state.game.world.height) {
        //this.game_state.restart_level();
        this.body.x = this.body.x -900;
        this.body.y = 24;
    }
};

Platformer.Player2.prototype.hit_enemy = function (player, enemy) {
    "use strict";
    // if the player is above the enemy, the enemy is killed, otherwise the player dies
    if (enemy.body.touching.up) {
        enemy.kill();
        this.body.y -= this.bouncing;
    } else {
        //this.game_state.restart_level();
        this.body.x = this.body.x -900;
        this.body.y = 24;
    }
};

Haven’t tested that yet, seems an interesting problem
imo, you should try socket.io, you launch a local server with the one plyaer game so you’ll have an instance of your game running on two devices communicating with each others via the socket server

Also maybe what you looking for is something like this