Use velocityFromRotation to move based player and camera rotation

Hello everybody. I’m building a fighter plane game where I need the camera to follow the jet in the vertical direction, I know that to move the jet based on the rotation I need to use velocityFromRotation but this method is moving the jet in the horizontal direction, the video below exemplifies better

My code:

import Phaser from "phaser";

export default class Fighter extends Phaser.Physics.Arcade.Sprite {
  constructor({ scene, x, y }) {
    super(scene, x, y);
    scene.add.existing(this);
    scene.physics.add.existing(this);

    // Dependencies
    this.camera = scene.cameras.main;
    this.battleField = scene.battleField;

    this.width = 245;
    this.height = 350;
    this.rotationVelocity = 0.03;
    this.minSpeed = 700;
    this.maxSpeed = 1500;

    // Make camera follow the fighter
    this.camera.startFollow(this);
    this.camera.setFollowOffset(0, 0.8);
    this.camera.setOrigin(0.5, 0.8);

    this.setTexture("fighter");
    this.play("fighterNormalVelocity");
  }

  preUpdate(time, delta) {
    super.preUpdate(time, delta);

    if (this.y < 1000) {
      this.y = this.battleField.height - this.height - 30;
    }
  }

  update(input) {
    if (input.right.isDown) {
      this.rotation += this.rotationVelocity;
      this.camera.rotation -= this.rotationVelocity;
    }

    if (input.left.isDown) {
      this.rotation -= this.rotationVelocity;
      this.camera.rotation += this.rotationVelocity;
    }

    if (input.up.isDown) {
      this.moveMaxSpeed();
    } else {
      this.moveMinSpeed();
    }

    console.log(Phaser.Math.RadToDeg(this.rotation));
  }

  moveMinSpeed() {
    this.scene.physics.velocityFromRotation(
      this.rotation,
      -this.minSpeed,
      this.body.velocity
    );
    // this.setVelocityY(-this.minSpeed);
  }

  moveMaxSpeed() {
    this.setVelocityY(-this.maxSpeed);
  }
}

Solved! I just inverted the assignment of the x and y of the sprite:

const moved = this.scene.physics.velocityFromRotation(
      this.rotation,
      this.minSpeed,
      new Phaser.Math.Vector2(this.body.velocity.x, this.body.velocity.y)
    );
    this.setVelocityX(moved.y);
    this.setVelocityY(-moved.x);