Pen Settings



CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource


Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource


Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.


Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.


                <div id="game-container"></div>


#game-container {
  margin: 0;
  padding: 0;
  background-color: black;

#game-container {
  min-width: 100vw;
  min-height: 100vh;
  display: flex;
  align-items: center;
  justify-content: center;

#game-container > canvas {
  border-radius: 5px;



 * Author: Dotta-ish, mostly based on work by Michael Hadley,
 * The world assets aren't original or from a Forgotten Runes game
 * they're a demo originally from:
 *  - Tuxemon,
 * The tilemap files and setup for this project come from:
 *  -
 *  -
 * If you want to build your own map you can use the editor
 * -
 * -

// Spritesheets and animations in Phaser use a globally-scoped namespace
// so we scope the name of the individual wizard's spritesheet as well.
// We'll use this wizardId throughout
const wizardId = getQueryStringParam("wizard") || "1945";

// this helps us below
const wizardTextureTag = `wizards-${wizardId}`;

const config = {
  type: Phaser.AUTO,
  width: 800,
  height: 600,
  parent: "game-container",
  pixelArt: true,
  physics: {
    default: "arcade",
    arcade: {
      gravity: { y: 0 }
  scene: {
    preload: preload,
    create: create,
    update: update

const game = new Phaser.Game(config);
let cursors;
let player;
let showDebug = false;

function preload() {

  // every Wizard has a spritesheet

function create() {
  const map = this.make.tilemap({ key: "map" });

  // Parameters are the name you gave the tileset in Tiled and then the key of the tileset image in
  // Phaser's cache (i.e. the name you used in preload)
  const tileset = map.addTilesetImage("tuxmon-sample-32px-extruded", "tiles");

  // Parameters: layer name (or index) from Tiled, tileset, x, y
  const belowLayer = map.createLayer("Below Player", tileset, 0, 0);
  const worldLayer = map.createLayer("World", tileset, 0, 0);
  const aboveLayer = map.createLayer("Above Player", tileset, 0, 0);

  worldLayer.setCollisionByProperty({ collides: true });

  // By default, everything gets depth sorted on the screen in the order we created things. Here, we
  // want the "Above Player" layer to sit on top of the player, so we explicitly give it a depth.
  // Higher depths will sit on top of lower depth objects.

  // Object layers in Tiled let you embed extra info into a map - like a spawn point or custom
  // collision shapes. In the tmx file, there's an object layer with a point named "Spawn Point"
  const spawnPoint = map.findObject(
    (obj) => === "Spawn Point"

  // Create a sprite with physics enabled via the physics system. The image used for the sprite has
  // a bit of whitespace, so I'm using setSize & setOffset to control the size of the player's body.
  // You can debug this by hitting the "C" key in the demo
  player = this.physics.add
    .sprite(spawnPoint.x, spawnPoint.y, wizardTextureTag, 0)
    .setSize(20, 12)
    .setOffset(15, 33);

  // Watch the player and worldLayer for collisions, for the duration of the scene:
  this.physics.add.collider(player, worldLayer);

  // Create the player's walking animations from the texture atlas. These are stored in the global
  // animation manager so any sprite can access them.
  const tags = this.anims.createFromAseprite(wizardTextureTag);

  const camera = this.cameras.main;
  camera.setBounds(0, 0, map.widthInPixels, map.heightInPixels);

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

  // Help text that has a "fixed" position on the screen
    .text(16, 16, "Change your wizard number in the URL\nArrow keys to move", {
      font: "16px monospace",
      fill: "#000000",
      padding: { x: 20, y: 10 },
      backgroundColor: "#ffffff"

  // Debug graphics
  this.input.keyboard.once("keydown-C", (event) => {
    // Turn on physics debugging to show player's hitbox;

    // Create worldLayer collision graphic above the player, but below the help text
    const graphics =;
    worldLayer.renderDebug(graphics, {
      tileColor: null, // Color of non-colliding tiles
      collidingTileColor: new Phaser.Display.Color(243, 134, 48, 255), // Color of colliding tiles
      faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Color of colliding face edges

function update(time, delta) {
  const speed = 175;
  const prevVelocity = player.body.velocity.clone();

  // Stop any previous movement from the last frame

  // Horizontal movement
  if (cursors.left.isDown) {
  } else if (cursors.right.isDown) {

  // Vertical movement
  if (cursors.up.isDown) {
  } else if (cursors.down.isDown) {

  // Normalize and scale the velocity so that player can't move faster along a diagonal

  // Update the animation last and give left/right animations precedence over up/down animations
  if (cursors.left.isDown) {
      { key: `${wizardTextureTag}-left`, startFrame: 0, repeat: -1 },
  } else if (cursors.right.isDown) {
      { key: `${wizardTextureTag}-right`, startFrame: 0, repeat: -1 },
  } else if (cursors.up.isDown) {
      { key: `${wizardTextureTag}-back`, startFrame: 0, repeat: -1 },
  } else if (cursors.down.isDown) {
      { key: `${wizardTextureTag}-front`, startFrame: 0, repeat: -1 },
  } else {

    // If we were moving, pick and idle frame to use
    if (prevVelocity.x < 0) player.setTexture(wizardTextureTag, "4");
    else if (prevVelocity.x > 0) player.setTexture(wizardTextureTag, "12");
    else if (prevVelocity.y < 0) player.setTexture(wizardTextureTag, "8");
    else if (prevVelocity.y > 0) player.setTexture(wizardTextureTag, "0");

function getQueryStringParam(param) {
  var url = window.location.toString();
  var params = RegExp.$1;
  params = params.split("&");
  var queryStringList = {};
  for (var i = 0; i < params.length; i++) {
    var tmp = params[i].split("=");
    queryStringList[tmp[0]] = unescape(tmp[1]);
  return queryStringList[param];