Having LIBRARY erroes in PhysiJS Setup

I am having library erros while setting up PhysiJS for basic physics in my new web game , these errors are coming from – physijs_worker.js’ , screenshot and code is giver below …

<style>
	body {
		margin:0;
		padding:0;
		overflow:hidden;
	}
	<?php header("Access-Control-Allow-Header: *") ?>

	<div id="container"></div>
    <script src="Javascript/three.js-master/build/three.js"></script>
    <script src="Physijs-master/Physijs-master/physi.js"></script>
	<script type="module">


		import Stats from './Javascript/three.js-master/examples/jsm/libs/stats.module.js';

		import { GUI } from './Javascript/three.js-master/examples/jsm/libs/dat.gui.module.js';
		import { OrbitControls } from './Javascript/three.js-master/examples/jsm/controls/OrbitControls.js';
		import { Water } from "./Javascript/three.js-master/examples/jsm/objects/Water.js";
        import { Sky } from './Javascript/three.js-master/examples/jsm/objects/Sky.js';
        
		var container, stats;
		var camera, scene, renderer, light;
		var controls, water, sphere;

		var texture = new THREE.TextureLoader()

		Physijs.scripts.worker = "Physijs-master/Physijs-master/physijs_worker.js";
        Physijs.scripts.ammo = "Physijs-master/Physijs-master/examples/js/ammo.js";
        
		init();
		animate();

		function init() {

			container = document.getElementById( 'container' );

			//

			renderer = new THREE.WebGLRenderer();
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			container.appendChild( renderer.domElement );

			//

			scene = new Physijs.Scene();
			scene.setGravity(new THREE.Vector3(0,-10,0))
			//

			camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 1, 20000 );
			camera.position.set( 30, 30, 100 );

			

			//

			light = new THREE.DirectionalLight( 0xffffff, 0.8 );
			scene.add( light );

			// Water

			var waterGeometry = new THREE.PlaneBufferGeometry( 10000, 10000 );

			water = new Water(
				waterGeometry,
				{
					textureWidth: 512,
					textureHeight: 512,
					waterNormals: new THREE.TextureLoader().load( 'media/waternormals.jpg', function ( texture ) {

						texture.wrapS = texture.wrapT = THREE.RepeatWrapping;

					} ),
					alpha: 1.0,
					sunDirection: light.position.clone().normalize(),
					sunColor: 0xffffff,
					waterColor: 0x001e0f,
					distortionScale: 3.7,
					fog: scene.fog !== undefined
				}
			);

			water.rotation.x = - Math.PI / 2;

			scene.add( water );

			// Skybox

			var sky = new Sky();

			var uniforms = sky.material.uniforms;

			uniforms[ 'turbidity' ].value = 10;
			uniforms[ 'rayleigh' ].value = 2;
			uniforms[ 'luminance' ].value = 1;
			uniforms[ 'mieCoefficient' ].value = 0.005;
			uniforms[ 'mieDirectionalG' ].value = 0.8;

			var parameters = {
				distance: 400,
				inclination: 0.49,
				azimuth: 0.205
			};

			var cubeCamera = new THREE.CubeCamera( 0.1, 1, 512 );
			cubeCamera.renderTarget.texture.generateMipmaps = true;
			cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipmapLinearFilter;

			scene.background = cubeCamera.renderTarget;

			function updateSun() {

				var theta = Math.PI * ( parameters.inclination - 0.5 );
				var phi = 2 * Math.PI * ( parameters.azimuth - 0.5 );

				light.position.x = parameters.distance * Math.cos( phi );
				light.position.y = parameters.distance * Math.sin( phi ) * Math.sin( theta );
				light.position.z = parameters.distance * Math.sin( phi ) * Math.cos( theta );

				sky.material.uniforms[ 'sunPosition' ].value = light.position.copy( light.position );
				water.material.uniforms[ 'sunDirection' ].value.copy( light.position ).normalize();

				cubeCamera.update( renderer, sky );

			}

			updateSun();

			//

			

			//

			controls = new OrbitControls( camera, renderer.domElement );
			controls.maxPolarAngle = Math.PI * 0.495;
			controls.target.set( 0, 10, 0 );
			controls.minDistance = 40.0;
			controls.maxDistance = 200.0;
			controls.update();

			//

			stats = new Stats();
			container.appendChild( stats.dom );

			// GUI

			var gui = new GUI();

			var folder = gui.addFolder( 'Sky' );
			folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun );
			folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun );
			folder.open();

			var uniforms = water.material.uniforms;

			var folder = gui.addFolder( 'Water' );
			folder.add( uniforms.distortionScale, 'value', 0, 8, 0.1 ).name( 'distortionScale' );
			folder.add( uniforms.size, 'value', 0.1, 10, 0.1 ).name( 'size' );
			folder.add( uniforms.alpha, 'value', 0.9, 1, .001 ).name( 'alpha' );
			folder.open();

			//

			window.addEventListener( 'resize', onWindowResize, false );

		}

		function onWindowResize() {
			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();
			renderer.setSize( window.innerWidth, window.innerHeight );
		}

		function animate() {
			requestAnimationFrame( animate );
			render();
			stats.update();
		}

		function render() {
            
			var time = performance.now() * 0.001;
			water.material.uniforms[ 'time' ].value += 1.0 / 60.0;
            renderer.render( scene, camera );
		}

		function physics() {
			scene.simulate()
			requestAnimationFrame(physics)
		}

		var me = new Physijs.BoxMesh(
			new THREE.BoxGeometry(10,10,10),
			Physijs.createMaterial(new THREE.MeshStandardMaterial({color:'red'}),53,232),
			.5,
			4
		)
		scene.add(me)

		var you = new Physijs.BoxMesh(
			new THREE.BoxGeometry(10,10,10),
			Physijs.createMaterial(new THREE.MeshStandardMaterial({color:'yellow'}),15,212),
			.5,4
		)
		you.position.set(10,0,10)
		scene.add(you)
            
        var relative_velocity = 0.5 , relative_rotation = .7 , contact_normal = 1
            me.addEventListener( 'collision', function( you , relative_velocity , relative_rotation , contact_normal ) {
                alert('dfasd')
                // `this` has collided with `other_object` with an impact speed of `relative_velocity` and a rotational force of `relative_rotation` and at normal `contact_normal`
            });

		var forward , backward , left , right , speed = 0.1
		
		me.addEventListener('collision',(you,relative_velocity,relative_rotation,contact_normal) => {
			alert('collided')
		}) 

		document.onkeydown = (e) => {
			switch(e.which) {
				case 87 :
					forward = true
					break
				case 65 : 
					left = true
					break
				case 83 : 
					backward = true
					break
				
				case 68 : 
					right = true
					break
				case 66 : 
					b.position.set(2,0,2)
			}
		}

		document.onkeyup = (e) => {
			switch(e.which) {
				case 87 :
					forward = false
					break
				case 65 : 
					left = false
					break
				case 83 : 
					backward = false
					break
				case 68 : 
					right = false
					break
			}
		}

		setInterval(()=>{
		
			if ( forward )
				me.position.z -= speed
			if ( backward )
				me.position.z += speed
			if ( left )
				me.position.x -= speed
			if ( right )
				me.position.x += speed

			//if ( ( b.position.z < 5 && b.position.z > 0 ) && ( b.position.x < 5 && b.position.x > 0 ) )
				//alert("this works !!!")
				
		},1)

	</script>

You could try to use enable3d instead of PhysiJS. It also uses ammo.js.

And it uses WebAssembly instead of Web Workers.