Unable to collide with objects

Hi, I have been learning and recently I was trying to develop a game that uses the sprite (plane) to shoot some objects (stars), but have not been able to collide and destroy the object star, can anyone help me please?

<html lang="en"> 
<head> 
    <meta charset="UTF-8" />
    <title>Shoot Plane</title>
    <script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
    <style type="text/css">
        body {
            margin: 0;
        }
    </style>
</head>
<body>

<script type="text/javascript">

    var config = {
        type: Phaser.AUTO,      // supports Phaser.Canvas, Phaser.WebGl (auto = WebGl, if not supported will fall back to Canvas)
        width: 800,
        height: 600,
        // add physics object 
        physics: {
            default: 'arcade',
            arcade: {
                gravity: { y: 0 },
                debug: false
            }
        },
        scene: {
            preload: preload,   // calls the preload function
            create: create,     // create
            update: update      // update
        }
    };

    var bullet;
    var ship;
    var stars;
    var cursors;
    var speed;
    var stats;
    var score = 0;
    var lastFired = 0;
    var scoreText;
    var game = new Phaser.Game(config);

    function preload ()     // loading anything needed to the scene
    {
        // storing images for the scene, giving it names to be called by other functions
        this.load.image('sky', 'assets/sky.png');
        this.load.image('ship', 'assets/ship.png');
        this.load.image('bullet', 'assets/bullet.png');
        this.load.image('star', 'assets/star.png');
    }

    // create the object by assigning width and height and the object need stored
    // create methods for sprites to interact
    function create ()
    {

        this.add.image(400, 300, 'sky');

        var Bullet = new Phaser.Class({
            Extends: Phaser.GameObjects.Image,
            initialize: function Bullet (scene)
            {
                Phaser.GameObjects.Image.call(this, scene, 0, 0, 'bullet');
                this.speed = Phaser.Math.GetSpeed(400, 1);
            },
            fire: function (x, y)
            {
                this.setPosition(x, y - 50);
                this.setActive(true);
                this.setVisible(true);
            },
            update: function (time, delta)
            {
                this.y -= this.speed * delta;

                if (this.y < -50)
                {
                    this.setActive(false);
                    this.setVisible(false);
                }
            }
        });

        bullets = this.add.group({
            classType: Bullet,
            maxSize: 10,
            runChildUpdate: true
        });

        stars = this.physics.add.group({
            key: 'star',
            repeat: 8,
            setXY: ({x:100, y: 100, stepX:70})
        });

        ship = this.add.sprite(400, 500, 'ship').setDepth(1);

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

        speed = Phaser.Math.GetSpeed(300, 1);

        scoreText = this.add.text(16,16, 'Score: 0', {fontsize: '72px', fill: '#000'});
    
        this.physics.add.collider(bullets, stars, hitTarget, null, this);
    }

    function hitTarget(bullet, star) {
        star.disableBody(true, true);
    }

    function update(time, delta)
    {
        // set keys and their interations
        if (cursors.left.isDown)
        {
            console.log("left is pressed");
            ship.x -= speed * delta;
        }
        else if (cursors.right.isDown)
        {
            console.log("right is pressed");
            ship.x += speed * delta;
        }

        if (cursors.up.isDown && time > lastFired)
        {
            console.log("up is pressed, fire!");
            var bullet = bullets.get();

            if (bullet)
            {
                bullet.fire(ship.x, ship.y);

                lastFired = time + 100;
            }
        }
    }

    function hitTarget(player, star) {
        // star to disappear
        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);
        }
    }

</script>

</body>
</html>```

bullets should be a physics group, like stars. And I think it will be simpler if you just remove the Bullet class altogether. See https://codepen.io/samme/pen/OJNBbeB.