Learn phaser physics: bug invaders

So I was working on this project([https://www.codecademy.com/paths/create-video-games-with-phaser/tracks/game-dev-learn-phaser-basics-and-physics/modules/game-dev-learn-phaser-physics/projects/bug-invaders) and I got to step 21 and the project blanked on me. I thought it was originally just me making a mistake so I took out my initial mistake but the game screen just remained blank. I am unsure if this is a bug or me just being ignorant of other errors. If you all could take a look at my code and tell me if I did something wrong or I should be concerned. I am literally 7 steps away from the end and I would like to finish this today or tomorrow. Thank you in advance.

function preload() {
  this.load.image('bug1', 'https://content.codecademy.com/courses/learn-phaser/Bug%20Invaders/bug_1.png');
  this.load.image('bug2', 'https://content.codecademy.com/courses/learn-phaser/Bug%20Invaders/bug_2.png');
  this.load.image('bug3', 'https://content.codecademy.com/courses/learn-phaser/Bug%20Invaders/bug_3.png');
  this.load.image('platform', 'https://content.codecademy.com/courses/learn-phaser/physics/platform.png');
  this.load.image('codey', 'https://content.codecademy.com/courses/learn-phaser/Bug%20Invaders/codey.png');
  this.load.image('bugPellet', 'https://content.codecademy.com/courses/learn-phaser/Bug%20Invaders/bugPellet.png');
  this.load.image('bugRepellent', 'https://content.codecademy.com/courses/learn-phaser/Bug%20Invaders/bugRepellent.png');
}

// Helper Methods below:
// sortedEnemies() returns an array of enemy sprites sorted by their x coordinate
function sortedEnemies(){
  const orderedByXCoord = gameState.enemies.getChildren().sort((a, b) => a.x - b.x);
  return orderedByXCoord;
}
// numOfTotalEnemies() returns the number of total enemies 
function numOfTotalEnemies() {
	const totalEnemies = gameState.enemies.getChildren().length;
  return totalEnemies;
}

const gameState = {};

function create() {
	// When gameState.active is true, the game is being played and not over. When gameState.active is false, then it's game over
	gameState.active = true;

	// When gameState.active is false, the game will listen for a pointerup event and restart when the event happens
	this.input.on('pointerup', () => {
		if (gameState.active === false) {
			this.scene.restart();
		}
	})

	// Creating static platforms
	const platforms = this.physics.add.staticGroup();
	platforms.create(225, 490, 'platform').setScale(1, .3).refreshBody();

	// Displays the initial number of bugs, this value is initially hardcoded as 24 
	gameState.scoreText = this.add.text(175, 482, 'Bugs Left: 24', { fontSize: '15px', fill: '#000000' });

	// Uses the physics plugin to create Codey
	gameState.player = this.physics.add.sprite(225, 450, 'codey').setScale(.5);

	// Create Collider objects
	gameState.player.setCollideWorldBounds(true);
	this.physics.add.collider(gameState.player, platforms);
	
	// Creates cursor objects to be used in update()
	gameState.cursors = this.input.keyboard.createCursorKeys();

	// Add new code below:

  gameState.enemies = this.physics.add.group();

  for(let yVal = 1; yVal < 4; yVal++) {
   for(let xVal = 1; xVal < 9; xVal++) {
    gameState.enemies.create(50 * xVal, 50 * yVal, 'bug1').setScale(.6). setGravityY(-200);
    }
    }
  
  const pellets = this.physics.add.group(); 
  const genPellet = () => { 
    let randomBug = 
    Phaser.Utils.Array.GetRandom(gameState.enemies.getChildren());
    pellets.create(randomBug.x, randomBug.y, 'bugPellet')
    }
  gameState.pelletsLoop = this.time.addEvent({
    delay: 300,
    callback: genPellet,
    callbackScope: this,
    loop: true,
    });
  this.physics.add.collider(pellets, platforms, (pellet) => {
    pellet.destroy();
    });
  this.physics.add.collider(pellets, gameState.player, () => {
    gameState.active = false;
    gameState.pelletsLoop.destroy();
    this.physics.pause();
    this.phyics.pause();
    this.add.text(210, 250, 'Game Over /n Click to restart', {
      fontSize: '15px', fill: '#000000'});
    });
    gameState.bugRepellent = this.physics.add.group();

  this.physics.add.collider(gameState.enemies, gameState.bugRepellent, (bug,repellent) => {
    bug.destroy(),
    repellent.destroy();
    gameState.scoreText.setText(`Bugs Left${numOfTotalEnemies()}`);
  }); 
} 


function update() {
	if (gameState.active) {
		// If the game is active, then players can control Codey
		if (gameState.cursors.left.isDown) {
			gameState.player.setVelocityX(-160);
		} else if (gameState.cursors.right.isDown) {
			gameState.player.setVelocityX(160);
		} else {
			gameState.player.setVelocityX(0);
		}

		// Execute code if the spacebar key is pressed
		if (Phaser.Input.Keyboard.JustDown(gameState.cursors.space)) {
		gameState.bugRepellent.create(gameState.player.x, gameState.player.y, 'bugRepellent').setGravityY(-400);
		}

		// Add logic for winning condition and enemy movements below:
    if(numOfTotalEnemies() === 0) {
      gameState.active = false;
      this.add.text(350, 160, 'Victory, bugs exterminated!'{fontsize:'15px', fill:'#000000'});
    }
  const gameState = {
    enemyVelocity: 1
    }
  }
}

const config = {
	type: Phaser.AUTO,
	width: 450,
	height: 500,
	backgroundColor: "b9eaff",
	physics: {
		default: 'arcade',
		arcade: {
			gravity: { y: 200 },
			enableBody: true,
		}
	},
	scene: {
		preload,
		create,
		update
	}
};


const game = new Phaser.Game(config);