Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's 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 it's URL and the proper URL extention.

+ add another resource

JavaScript

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

Packages

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.

Behavior

Save Automatically?

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.

HTML

              
                
              
            
!

CSS

              
                body,
canvas
{
  display: block;
  margin: auto;
  background: #16191b;
  max-width: 100%;
}


              
            
!

JS

              
                //We now have 3 scenes. To start with the start Screen
    var titleScreen = new Phaser.Scene("titleScreen");

    titleScreen.preload = function() {
        this.load.setBaseURL("https://digitherium.com/codepen/phaserplatformer/");
        this.load.image("coin", "coin.jpg");
        this.load.image("burst", "burst.png");
        this.load.image('hero', 'hero.jpg');
        //googles webfont script to load fonts
        this.load.script('webfont', 'https://ajax.googleapis.com/ajax/libs/webfont/1.6.26/webfont.js');
    }

    titleScreen.create = function() {
        //create a particle emitter
        var particles = this.add.particles('coin'),
            //create an area that matches size of game for particles to appear
            emitZone = new Phaser.Geom.Rectangle(0, 0, 800, 400),
            //create a particle emitter
            emitter = particles.createEmitter({
                speed: { min: -40, max: 40 },
                lifespan: 2000,
                //try changing this
                //quantity: 1,
                scale: { min: 0.1, max: 0.2 },
                alpha: { start: 0.6, end: 0 },
                blendMode: 'ADD',
                emitZone: { source: emitZone },
                maxParticles: 0
            });
        //add our gradient burst graphic
        var burst = this.add.sprite(config.width / 2, config.height / 2 - 40, 'burst');
        burst.setScale(0.7);

        //make it spin
        var burstTween = this.tweens.add({
            targets: burst,
            angle: 360,
            repeat: -1,
            ease: 'Linear',
            duration: 12000
        });

        //position our hero sprite in the middle of the burst
        this.add.sprite(config.width / 2, config.height / 2 - 40, 'hero');

        //store reference to the scene here because of scope inside the webfont loader
        var scene = this;

        //Make sure our google font has loaded before we attempt to write text to the screen
        WebFont.load({
            google: {
                families: ['Josefin Sans:700']
            },
            active: function() {
                //eate text using our google font
                scene.add.text(config.width / 2, config.height / 2 + 70, 'SUPER SQUARE BOY!', { fontFamily: 'Josefin Sans', fontSize: 32, color: '#edbc45', align: 'center' }).setShadow(4, 4, "#000000", 2, false, true).setOrigin(0.5);

                scene.add.text(config.width / 2, config.height / 2 + 120, 'CLICK OR TAP TO PLAY', { fontFamily: 'Josefin Sans', fontSize: 22, color: '#ef5e5e', align: 'center' }).setShadow(4, 4, "#000000", 2, false, true).setOrigin(0.5)
            }
        });

        //add click / tap to start game
        this.input.on('pointerdown', function(pointer) {
            game.scene.switch('titleScreen', 'game');
        });
    }

    var endScreen = new Phaser.Scene("endScreen");

    endScreen.create = function() {
        var particles = this.add.particles('coin'),
            emitZone = new Phaser.Geom.Rectangle(0, 0, 800, 600),
            emitter = particles.createEmitter({
                speed: { min: -40, max: 40 },
                lifespan: 2000,
                scale: { min: 0.1, max: 0.2 },
                alpha: { start: 0.6, end: 0 },
                blendMode: 'ADD',
                emitZone: { source: emitZone }
            });

        var burst = this.add.sprite(config.width / 2, config.height / 2 - 40, 'burst');
        burst.setScale(0.7);

        var tween = this.tweens.add({
            targets: burst,
            angle: 360,
            repeat: -1,
            ease: 'Linear',
            duration: 12000
        });

        //position our hero sprite in the middle of the burst
        this.add.sprite(config.width / 2, config.height / 2 - 40, 'hero');

        //font has already been loaded, so no need to wait for it        
        this.add.text(config.width / 2, config.height / 2 + 70, 'GAME OVER!', { fontFamily: 'Josefin Sans', fontSize: 32, align: 'center', color: '#edbc45' }).setShadow(4, 4, "#000000", 2, false, true).setOrigin(0.5);

        this.add.text(config.width / 2, config.height / 2 + 120, 'CLICK OR TAP TO PLAY AGAIN', { fontFamily: 'Josefin Sans', fontSize: 22, align: 'center', color: '#ef5e5e' }).setShadow(4, 4, "#000000", 2, false, true).setOrigin(0.5);

        this.input.on('pointerdown', function(pointer) {
            gameScene.scene.restart();
            game.scene.switch('endScreen', 'game');
        });
    }

    var gameScene = new Phaser.Scene("game");


    //the majority of the global variables are now initialised here
    gameScene.init = function() {
        this.score = 0;
        this.maxHearts = 3;
        this.vulnerableTime = 1000;
        this.acceleration = 600;
        this.maxPlayerSpeed = 200;
        this.superPlayerSpeed = 400;
        this.jumpVelocity = -165;
        this.jumpVelocitySmall = -165;
        this.jumpVelocityBig = -330;
        this.standing = true;
        this.wasStanding = false;
        this.onLadder = false;
        this.edgeTimer = 0;
        this.prevPos = 0;
        this.yPos = 0;
        this.touchJump = false;
        this.touchJumpThreshold = 5;
        this.touchMoving = false;
        this.isTouch = false;
        this.touchMoveThreshold = 3;
        this.largeThumbMoveAcross = 25;
        this.thumbSizeOffset = 60;
        this.shellSpeed = 500;
        this.heroColor = new Phaser.Display.Color(255, 255, 255);
        this.invincibleColor = new Phaser.Display.Color(56, 194, 239);
        this.coinTweens = [];
        this.baddieVelocity = -100;

    }

    gameScene.preload = function() {
        this.load.setBaseURL("https://digitherium.com/codepen/phaserplatformer/");
        this.load.image('ground', 'platform.jpg');
        this.load.image('collapsing-platform', 'collapsing-platform.png');
        this.load.image('one-way-platform', 'one-way-platform.jpg');
        this.load.image('one-way-platform-large', 'one-way-platform-large.jpg');
        this.load.image('coin', 'coin.jpg');
        this.load.image('hero', 'hero.jpg');

        this.load.image('hero-small', 'hero-16.jpg');
        this.load.image('baddie', 'baddie.jpg');
        this.load.image('ladder', 'ladder.png');
        this.load.image('laddertile', 'laddertile.png');
        this.load.image('shell', 'shell.png');
        this.load.image('powerup', 'powerup.jpg');
        this.load.image('question-mark-block', 'question-mark-block.jpg');
        this.load.image('empty-box', 'empty-box.jpg');
        this.load.image('dust', 'dust.jpg');
        this.load.image('spikes', 'spikes-tile.png');
        this.load.image('heart', 'heart.png');
        this.load.image('heart-filled', 'heart-filled.png');
        this.load.image('water', 'water.png');
        this.load.image("logo", "digitherium-logo.jpg");
        this.load.image('touch-slider', 'touch-slider.png');
        this.load.image('touch-knob', 'touch-knob.png');
        this.load.image('tiles', '/map/environment-tiles.png');
        this.load.tilemapTiledJSON('map', '/map/simplemap.json');
    }

    gameScene.create = function() {
        this.addLogo()
        this.setupTileMap();
        this.createPlayer();
        this.setupControls();
        this.createHUD();
        this.createEmitter();
        this.setupCamera();

        this.physics.add.collider(this.player, this.ground);
    }

    gameScene.addLogo = function() {
        var logo = this.add.sprite(config.width / 2, config.height / 2, 'logo');
        logo.alpha = 0.4;
        logo.setScale(0.5);
        logo.setScrollFactor(0.2);
    }

    gameScene.setupTileMap = function() {
        //create our tilemap
        this.map = this.make.tilemap({ key: 'map' });
        //set the tileset to use using the name of the tileset in tiled and the name of our tilesheet in preload
        tiles = this.map.addTilesetImage('environment-tiles', 'tiles');

        //indexes of tiles to collide with. Big tilesheet, so I've entered a high number
        this.map.setCollisionBetween(0, 600);

        //set bounds of our world based on tilemap
        this.physics.world.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);

        //create layers from their names in tiled. 
        this.ground = this.map.createLayer('platforms', tiles, 0, 0);
        this.foreground = this.map.createLayer('foreground', tiles, 0, 0);
        this.foreground.depth = 10;
    }

    gameScene.createPlayer = function() {
        this.player = this.physics.add.sprite(40, 200, 'hero-small');
        this.player.setOrigin(.5, .5);
        this.player.setDrag(1);
        this.player.setCollideWorldBounds(true);

        //create and set an invulnerable flag for after the player has been hit
        this.player.invulnerable = false;
        //and set an invincible flag for the invincibility powerup
        this.player.invincible = false;
        //set no lives / hearts
        this.player.hearts = this.maxHearts;

        //Set bounce to 0, so our hero just lands directly
        this.player.setBounce(0);
        //Set top speeds
        this.player.body.maxVelocity.x = this.maxPlayerSpeed;
        this.player.body.maxVelocity.y = 500;
        this.player.isBig = false;
        this.player.isChangingSize = false;
    }

    gameScene.createHUD = function() {
        this.scoreCoin = this.add.sprite(30, 32, 'coin');
        this.scoreCoin.setOrigin(.5, .5);
        this.scoreCoin.scaleX = .5;
        this.scoreCoin.scaleY = .5;
        this.scoreText = this.add.text(46, 17, '0', { fontFamily: 'Josefin Sans', fontSize: '24px', fill: '#fff' });
        this.scoreCoin.setScrollFactor(0);
        //create three heart outlines...
        var heartOutline1 = this.add.sprite(760, 38, 'heart'),
            heartOutline2 = this.add.sprite(720, 38, 'heart'),
            heartOutline3 = this.add.sprite(680, 38, 'heart');
        //and store in an array for easy access later
        heartOutlines = [heartOutline1, heartOutline2, heartOutline3];
        //create three heart fills...
        heart1 = this.add.sprite(760, 38, 'heart-filled');
        heart2 = this.add.sprite(720, 38, 'heart-filled');
        heart3 = this.add.sprite(680, 38, 'heart-filled');
        //and store in an array for easy access later
        hearts = [heart1, heart2, heart3];
        //create a contain for our heads up display and add some sprites
        hud = this.add.container(0, 0, [this.scoreCoin, this.scoreText, heart1, heart2, heart3, heartOutline1, heartOutline2, heartOutline3]);
        //lock it to the camera
        hud.setScrollFactor(0);
        //add depth
        hud.depth = 11;
    }

    gameScene.setupCamera = function() {
        this.camera = this.cameras.main;
        this.camera.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
        this.camera.startFollow(this.player, true, 0.1, 0.1);
    }

    gameScene.createEmitter = function() {
        //create our particle effects for when in invincible mode
        var particles = this.add.particles('dust');
        this.emitter = particles.createEmitter();
        this.emitter.setPosition(this.player.x, this.player.y);
        this.emitter.setSpeed(150);
        this.emitter.setBlendMode(Phaser.BlendModes.ADD);
        //turn it off for now until we are invincible
        this.emitter.pause();
    }

    function hitBaddie(player, baddie) {
        if (player.invincible) {
            baddie.disableBody(false, false);
            //play baddies super death animation
            var tween = this.tweens.add({
                targets: baddie,
                alpha: 0.3,
                y: "-=150",
                scaleX: 2.5,
                scaleY: 2.5,
                angle: 180,
                ease: 'Linear',
                duration: 200,
                onComplete: function() {
                    destroyGameObject(baddie);
                },
            });
        } else {
            //baddie was hit on the head and hasn't already been hit, and not animating shrink
            if (baddie.body.touching.up && !baddie.hit && !player.isChangingSize) {
                // set baddie as being hit and remove physics
                baddie.disableBody(false, false);
                player.setVelocityY(this.jumpVelocity);

                //play baddies death animation
                var tween = this.tweens.add({
                    targets: baddie,
                    alpha: 0.3,
                    scaleX: 1.5,
                    scaleY: 1.5,
                    ease: 'Linear',
                    duration: 200,
                    onComplete: function() {
                        destroyGameObject(baddie);
                    },
                });
            }
            //otherwise you've hit baddie, BUT not on the head. This makes you die
            else {
                playerHit.call(this, player, baddie);
            }
        }
    }

    function playerHit(player, obstacle) {
        //if you are not already invulnerable OR invincible
        if (!player.invulnerable && !player.invincible) {
            //set player as invulnerable
            player.invulnerable = true;
            //get the heart sprites from our arrays we set up earlier
            var currentHeartCount = player.hearts,
                currentHeart = hearts[currentHeartCount - 1],
                currentHeartOutline = heartOutlines[currentHeartCount - 1];

            //fade out the heart fill
            var heartFade = this.tweens.add({
                targets: currentHeart,
                alpha: 0,
                scaleX: 0,
                scaleY: 0,
                ease: 'Linear',
                duration: 200
            });

            //create a timeline of tweens for the heart outline so it shrinks then grows back
            var heartsTimeline = this.tweens.createTimeline();

            //this is the heart outline scaling down
            heartsTimeline.add({
                targets: currentHeartOutline,
                scaleX: 0.5,
                scaleY: 0.5,
                ease: 'Power1',
                duration: 200
            });

            //and then back
            heartsTimeline.add({
                targets: currentHeartOutline,
                scaleX: 1,
                scaleY: 1,
                ease: 'Power1',
                duration: 200
            });
            //play the timeline straight away
            heartsTimeline.play();

            //remove a heart from out count stored on the player object
            player.hearts -= 1;

            //if hearts is 0 or less you're dead as you are out of lives
            if (player.hearts <= 0) {
                //remove physics from player
                player.disableBody(false, false);
                //and play death animation
                var tween = this.tweens.add({
                    targets: player,
                    alpha: 0.3,
                    scaleX: 1.1,
                    scaleY: 1.1,
                    angle: 90,
                    x: player.x - 20,
                    y: player.y - 20,
                    ease: 'Linear',
                    duration: 200,
                    onComplete: function() {
                        restartGame(this);
                    },
                    onCompleteScope: this
                });
            }
            //otherwise you're not dead you've just lost a life so...
            else {
                if (player.isBig) {
                    player.body.velocity.x = 0;
                    player.body.velocity.y = -220;
                    player.isChangingSize = true;

                    var tween = this.tweens.add({
                        targets: player,
                        scaleX: 0.8,
                        scaleY: 0.8,
                        alpha: 0.3,
                        yoyo: 2,
                        repeat: 2,
                        ease: 'Linear',
                        duration: 100,
                        onComplete: function() {
                            shrinkHero();
                        },
                    });
                } else {
                    //make the player stop in their tracks and jump up
                    player.body.velocity.x = 0;
                    player.body.velocity.y = -220;
                    //tween the players alpha to 30%
                    var tween = this.tweens.add({
                        targets: player,
                        alpha: 0.3,
                        ease: 'Linear',
                        duration: 200,
                        onCompleteScope: this
                    });
                }

                //set a timer for 1 second. When this is up we tween player back to normal and make then vulnerable again
                var timer = this.time.delayedCall(gameScene.vulnerableTime, playerVulnerable, [this]);
            }
        }
    }

    function playerVulnerable(game) {
        //tween player back to 100% opacity and reset invulnerability flag
        var death = game.tweens.add({
            targets: gameScene.player,
            alpha: 1,
            ease: 'Linear',
            duration: 200,
            onComplete: function() {
                gameScene.player.invulnerable = false;
            },
            onCompleteScope: this
        });
    }

    function shellHitBaddie(shell, baddie) {
        if (!baddie.hit) {
            // set baddie as being hit and remove physics
            baddie.disableBody(false, false);
            //play baddie death animation
            var tween = this.tweens.add({
                targets: baddie,
                alpha: 0.3,
                scaleX: 1.5,
                scaleY: 1.5,
                ease: 'Linear',
                duration: 200,
                onComplete: function() {
                    destroyGameObject(baddie);
                },
            });
            destroyShell.call(this, shell);
        }
    }

    function shellWallHit(shell, wall) {
        //if shell has hit a wall with either the right of left side of itself it should be destroyed
        if (shell.body.onWall()) {
            destroyShell.call(this, shell);
        }
    }

    function shellHit(player, shell) {
        //work out the center point of the shell and player
        var threshold = shell.x + (shell.width / 2),
            playerX = player.x + (player.width / 2);

        //if the player has jumped on top of the shell...
        if (shell.body.touching.up) {
            //if player landed on left hand side of shell send shell off to right
            if (playerX < threshold) shell.body.velocity.x = gameScene.shellSpeed;
            //if player landed on right hand side of shell send shell off to left
            else shell.body.velocity.x = -gameScene.shellSpeed;
        }
        //player hit shell from left so send right
        if (shell.body.touching.left) {
            shell.body.velocity.x = gameScene.shellSpeed;
        }
        //player hit shell from right so send left
        if (shell.body.touching.right) {
            shell.body.velocity.x = -gameScene.shellSpeed;
        }
        //make player react to shell by bouncing slightly
        player.body.velocity.y = -200;
    }

    function destroyShell(shell) {
        //disable physics of shell
        shell.disableBody(false, false);
        //play shell hit animation
        var destroyShell = this.tweens.add({
            targets: shell,
            alpha: 0.3,
            scaleX: 2,
            scaleY: 2,
            y: "-=100",
            rotation: -360,
            ease: 'Linear',
            duration: 200,
            onComplete: function() {
                destroyGameObject(shell);
            },
        });
    }

    function restartGame(scene) {
        //gameScene.scene.start("endScreen");
        game.scene.switch('game', 'endScreen');
    }

    gameScene.setupControls = function() {
        this.input.addPointer(1);
        cursors = this.input.keyboard.createCursorKeys();

        sliderBar = this.add.sprite(0, 0, 'touch-slider');
        sliderKnob = this.add.sprite(0, 0, 'touch-knob');

        this.touchSlider = this.add.container(100, 450);
        this.touchSlider.add(sliderBar);
        this.touchSlider.add(sliderKnob);
        this.touchSlider.alpha = 0;
        this.touchSlider.setScrollFactor(0);
    }

    function moveLeft(acceleration) {
        //if hero is on ground then use full acceleration
        if (gameScene.standing) {
            gameScene.player.setAccelerationX(-acceleration);
        }
        //if hero is in the air then accelerate slower
        else {
            gameScene.player.setAccelerationX(-acceleration / 3);
        }
    }

    function moveRight(acceleration) {
        //if hero is on ground then use full acceleration
        if (gameScene.standing) {
            gameScene.player.setAccelerationX(acceleration);
        }
        //if hero is in the air then accelerate slower
        else {
            gameScene.player.setAccelerationX(acceleration / 3);
        }
    }

    // function switchDirection(baddie) {
    //     //reverse velocity so baddie moves are same speed but in opposite direction
    //     console.log("in switch direction and velocity is:", baddie.body.velocity.x);
    //     baddie.body.velocity.x *= -1;
    //     baddie.direction *= -1;

    //     //reset count
    //     baddie.previousX = baddie.x;
    // }

    function switchDirection(baddie) {
        //reverse velocity so baddie moves are same speed but in opposite direction
        if (baddie.body.velocity.x == 0) {
            if (baddie.direction == -1) baddie.body.velocity.x = gameScene.baddieVelocity * -1;
            if (baddie.direction == 1) baddie.body.velocity.x = gameScene.baddieVelocity;
        } else {
            baddie.body.velocity.x *= -1;
        }
        baddie.direction *= -1;
        //reset count
        baddie.previousX = baddie.x;
        //flip sprite=
    }

    //called when player overlaps ladder
    function isOnLadder(player, ladder) {

        //set ladder flag to true and remove gravity but only if not at the top of the ladder
        if (Math.floor(player.y) + (player.height / 2) > ladder.y - (ladder.height / 2)) {
            this.onLadder = true;
            this.currentLadder = ladder;
            player.body.setAllowGravity(false);
        }
    }

    //called when player collides with ladder
    function checkLadderTop(player, ladder) {
        /* We check here if our player is higher up than the ladder i.e. if the player is on top of the ladder
        the sprites are positioned from their centres, so we have to add or subtract half their height to find the heroes feet and the top of the ladder. 
        With the player we add half the height so we are checking the positon of their feet. With the ladder we add half the height so we are checking the top of the ladder. We also round the two values differently, floor for the player to give us the smallest number possible and ceil for the ladder height to give us the highest number possible. This deals with any subpixel values.
        */
        if (Math.floor(player.y + (player.height / 2)) <= Math.ceil(ladder.y - (ladder.height / 2))) {
            //if pressing the down key, or touch down return false and cancel collision
            if (cursors.down.isDown || (Math.floor(this.prevPos) < Math.floor(this.yPos))) return false;
            //return true making our collision happen i.e. the player can walk on top of the ladder
            else return true;
        }
        //otherwise return false which cancels the collision
        else {
            return false;
        }
    }


    //called when player collides with oneway platforms
    function checkOneWay(player, oneway) {
        //if player is higher up the screen then the plaform then enable the collision
        if (player.y < oneway.y) {
            return true;
        }
        //otherwise disable collision
        return false;
    }

    function shakePlatform(player, platform) {
        //only make platform shake if player is standing on it
        if (player.body.blocked.down) {
            //do a little camera shake to indicate something bad is going to happen
            gameScene.camera.shake(200, 0.001);
            //we need to store the global scope here so we can keep it later
            var ourScene = this;
            //do a yoyo tween shaking the platform back and forth and up and down
            var tween = this.tweens.add({
                targets: platform,
                yoyo: true,
                repeat: 10,
                x: {
                    from: platform.x,
                    to: platform.x + 2 * 1,
                },
                ease: 'Linear',
                duration: 50,
                onComplete: function() {
                    destroyPlatform.call(ourScene, platform);
                }
            });
        }
    }

    function destroyPlatform(platform) {
        var tween = this.tweens.add({
            targets: platform,
            alpha: 0,
            y: "+=25",
            ease: 'Linear',
            duration: 100,
            onComplete: function() {
                destroyGameObject(platform);
            }
        });
    }


    gameScene.update = function() {
        //loop through any coin tweens
        for (var i = 0; i < this.coinTweens.length; i++) {
            var tween = this.coinTweens[i];
            //if we find a tween update it to the new position of the scoreCoin
            if (tween) tween.updateTo("x", this.camera.scrollX + this.scoreCoin.x);
        }

        //set jump velocity depending on whether we are big or small
        if (this.player.isBig) this.jumpVelocity = this.jumpVelocityBig;
        else this.jumpVelocity = this.jumpVelocitySmall;

        this.emitter.setPosition(this.player.x, this.player.y);
        //built in arcade physics functions of blocked and touching to test for collisions in a given direction
        this.standing = this.player.body.blocked.down || this.player.body.touching.down,
            //get current time in seconds
            d = new Date(),
            time = d.getTime();

        //if left key is down then move left
        if (cursors.left.isDown) {
            moveLeft(this.acceleration);
        }
        //same deal but for right arrow
        else if (cursors.right.isDown) {
            moveRight(this.acceleration);
        }

        //if either touch pointer is down. Two thumbs, two pointers
        if (this.input.pointer1.isDown || this.input.pointer2.isDown) {
            //work out half way point of our game
            var leftHalf = config.width / 2;

            //Left hand side - horizontal movement
            //if thumb is on the left hand side of the screen we are dealing with horizontal movement
            if (this.input.pointer1.x < leftHalf || this.input.pointer2.x < leftHalf) {
                //reset pointer variable
                var myMovePointer = null;
                //here we get the pointer that is being used on the left hand side of screen. Depends which thumb they touched screen with first.
                if (this.input.pointer1.x < leftHalf && this.input.pointer1.isDown) {
                    myMovePointer = this.input.pointer1;
                }
                if (this.input.pointer2.x < leftHalf && this.input.pointer2.isDown) {
                    myMovePointer = this.input.pointer2;
                }

                //if we have an active touch pointer on the left hand side of the screen then...
                if (myMovePointer) {
                    //if touchSlide is not already showing then
                    if (!this.touchSlider.alpha) {
                        //make it visible
                        this.touchSlider.alpha = 1;
                        //position touchSlider to be where the users thumb or finger is
                        this.touchSlider.x = myMovePointer.x;
                        //with the Y pos we add a thumbSizeOffset so it's above the users thumb not hidden under it
                        this.touchSlider.y = myMovePointer.y - this.thumbSizeOffset;
                        //set our start point and reset slider display
                        startX = myMovePointer.x;
                        sliderKnob.x = 0;
                    }

                    //if thumb has moved left or right of where we started then move
                    if (myMovePointer.x < startX || myMovePointer.x > startX) {
                        //work out how far thumb has moved. Is this a big enough movement?
                        var movement = 0;
                        if (myMovePointer.x < startX) movement = startX - myMovePointer.x;
                        if (myMovePointer.x > startX) movement = myMovePointer.x - startX;
                        //If move is significant enough then move our character
                        if (movement > this.touchMoveThreshold) {
                            //set flag as we are definitely moving
                            this.touchMoving = true;
                            //set a flag so we know we are on a mobile device
                            this.isTouch = true;

                            //set slider knob position to be half way to edge
                            var sliderPos = 0;
                            //left
                            if (myMovePointer.x < startX) sliderPos = -(sliderBar.width / 4);
                            //right
                            if (myMovePointer.x > startX) sliderPos = sliderBar.width / 4;

                            //set acceleration to be an 8th of normal
                            var tmpAcceleration = gameScene.acceleration / 8;

                            //if thumb has moved quite a lot, then go faster
                            if (movement > this.largeThumbMoveAcross) {
                                //the knob position should be at the edge as we're at full tilt
                                if (myMovePointer.x < startX) sliderPos = -(sliderBar.width / 2);
                                if (myMovePointer.x > startX) sliderPos = sliderBar.width / 2;
                                //acceleration is normal
                                tmpAcceleration = gameScene.acceleration;
                            }

                            //tween slider knob to position we just worked out
                            var tween = this.tweens.add({
                                targets: sliderKnob,
                                x: sliderPos,
                                ease: "Power1",
                                duration: 300
                            });
                            if (myMovePointer.x < startX) moveLeft(tmpAcceleration);
                            if (myMovePointer.x > startX) moveRight(tmpAcceleration);
                        } else {
                            //If move is really, really small then we don't count it. Stop moving
                            //set moving flag to false
                            this.touchMoving = false;
                            //reset slider knob to center position
                            var tween = this.tweens.add({
                                targets: sliderKnob,
                                x: 0,
                                ease: "Power1",
                                duration: 300
                            });
                        }
                    }
                }
            }

            //Right hand side - Touch Jumping
            //if thumb is on the right hand side of the screen we are dealing with vertical movement - i.e. jumping.
            if (this.input.pointer1.x > leftHalf || this.input.pointer2.x > leftHalf) {
                //reset pointer variable
                var myJumpPointer = null;

                //get active touch pointer for this side of the screen
                if (this.input.pointer1.x > leftHalf && this.input.pointer1.isDown) {
                    myJumpPointer = this.input.pointer1;
                }
                if (this.input.pointer2.x > leftHalf && this.input.pointer2.isDown) {
                    myJumpPointer = this.input.pointer2;
                }
                //if we have a touch pointer on right hand side of screen...
                if (myJumpPointer) {
                    //store last y position of touch pointer
                    this.prevPos = this.yPos;
                    //get new position of touch pointer
                    this.yPos = myJumpPointer.y;

                    //check if we are currently overlapping a ladder. If we are then...
                    if (this.onLadder) {
                        //kill any upwards / downwards velocity from our hero
                        this.player.setVelocityY(0);

                        //if moving up with thumb then climb up the ladder
                        if (Math.floor(this.prevPos) > Math.floor(this.yPos)) {
                            if (!myMovePointer) {
                                //when moving vertically we want the player pefectly lined up
                                this.player.x = this.ladder.x;
                                //also kill any x velocity to be sure
                                this.player.setVelocityX(0);
                                this.player.setVelocityY(-100);
                            }
                        }
                        //if moving down with thumb then climb down the ladder
                        if (Math.floor(this.prevPos) < Math.floor(this.yPos)) {
                            if (!myMovePointer) {
                                //when moving vertically we want the player pefectly lined up
                                this.player.x = this.ladder.x;
                                //also kill any x velocity to be sure
                                this.player.setVelocityX(0);
                                this.player.setVelocityY(100);
                            }
                        }
                    }
                    //not on a ladder so go for a standard jump 
                    else {
                        //  if we have moved our thump upwards then we set jump flag to true
                        if (this.prevPos - this.yPos > this.touchJumpThreshold && this.standing) {
                            this.touchJump = true;
                        }
                    }
                }
            }
            //neither thumb is down so reset touch movement variables and hide touchSlider
        } else {
            this.touchSlider.alpha = 0;
            startX = 0;
            this.touchMoving = false;

            if (this.onLadder) {
                //if player is on top of the ladder we reset the velocity, otherwise we leave them be to climb or descend
                //if (Math.floor(this.player.y + (this.player.height / 2)) <= Math.ceil(this.ladder.y - (this.ladder.height / 2))) {
                //  this.player.setVelocityY(0);
                //}
            }
        }

        //if not moving left or right via keys or touch device...
        if (!cursors.right.isDown && !cursors.left.isDown && !this.touchMoving) {
            //if hero is close to having no velocity either left or right then set velocity to 0. This stops jerky back and forth as the hero comes to a halt. i.e. as we slow hero down, below a certain point we just stop them moving altogether as it looks smoother
            if (Math.abs(this.player.body.velocity.x) < 10 && Math.abs(this.player.body.velocity.x) > -10) {
                this.player.setVelocityX(0);
                this.player.setAccelerationX(0);
            } else {
                //if our hero isn't moving left or right then slow them down
                //this velocity.x check just works out whether we are setting a positive (going right) or negative (going left) number
                this.player.setAccelerationX(
                    (this.player.body.velocity.x > 0 ? -1 : 1) * gameScene.acceleration / 3
                );
            }
        }

        //get current time in seconds
        var d = new Date();
        var time = d.getTime();

        //if we have just left the ground set edge time for 100ms time
        if (!this.standing && this.wasStanding) {
            this.edgeTimer = time + 100;
        }

        //if we are on a ladder and not on a touch device
        if (this.onLadder && !this.isTouch) {
            //kill any upwards / downwards velocity from our hero
            this.player.setVelocityY(0);

            if (cursors.up.isDown) {
                if (!cursors.left.isDown && !cursors.right.isDown) {
                    //when moving vertically we want the player pefectly lined up
                    this.player.x = this.currentLadder.x;
                    //also kill any x velocity to be sure
                    this.player.setVelocityX(0);
                    this.player.setVelocityY(-100);
                }
            }
            //if JUST down is being pressed then line up player perfectly with ladder. 
            //We do this to make it quicker - but like a firemans pole
            if (cursors.down.isDown && !cursors.left.isDown && !cursors.right.isDown) {
                //when moving vertically we want the player pefectly lined up
                this.player.x = this.currentLadder.x;
                //also kill any x velocity to be sure
                this.player.setVelocityX(0);
                this.player.setVelocityY(100);
            }
        }


        //if player is standing, or just fallen off a ledge (within our allowed grace time) and..
        //either up key is press, or touchjump flag is set AND they are not already jumping then jump!
        if (
            (this.standing || this.time <= this.edgeTimer) &&
            (cursors.up.isDown || this.touchJump) &&
            !this.jumping && !this.onLadder
        ) {
            this.player.setVelocityY(this.jumpVelocity);
            this.jumping = true;
        }

        //if not pressing up key...
        if (!cursors.up.isDown) {
            //if player is touching ground / platform then reset jump parametrs
            if (this.standing) {
                this.jumping = false;
                this.touchJump = false;
                this.prevPos = 0;
            }
        }
        this.wasStanding = this.standing;
        //if player is no longer on on ladder then turn gravity back on
        if (!this.onLadder) this.player.body.setAllowGravity(true);
        this.onLadder = false;
    }


    function collectCoin(player, coin) {
        //stop coin for being collected twice, as it will stick around on the screen as it animnates
        coin.disableBody(false, false);

        //tween coin to score coin in corner shrink
        var collectCoinTween = this.tweens.add({
            targets: coin,
            alpha: 0.3,
            angle: 720,
            x: gameScene.scoreCoin.x,
            y: gameScene.scoreCoin.y,
            scaleX: 0.5,
            scaleY: 0.5,
            ease: 'Linear',
            duration: 500,
            onComplete: function() {
                destroyGameObject(coin);
                gameScene.coinTweens.shift();
            },
        });
        //add the tween to the tweens array
        this.coinTweens.push(collectCoinTween);

        //check if we already have an animation
        if (this.scoreCoinTimeline) {
            //if animation isn't currently running, then run again
            if (this.scoreCoinTimeline.progress == 1) {
                animateScoreCoin(this);
            }
        }
        //no animation to create one
        else {
            animateScoreCoin(this);
        }
        gameScene.score += 10;
        gameScene.scoreText.setText(gameScene.score);
        //if (gameScene.score == 120) restartGame();
    }

    function growHero() {
        //change sprite to be our larger one
        gameScene.player.setTexture("hero");
        //manually change the size
        gameScene.player.setSize(32, 32);
        //set flag we know the player is in big mode
        gameScene.player.isBig = true;
        //reset our transitional flag
        gameScene.player.isChangingSize = false;
    }


    function shrinkHero() {
        //change player to smaller sprire
        gameScene.player.setTexture("hero-small");
        //manually resize so physics adjusts
        gameScene.player.setSize(22, 22);
        //set isBig for false so we know the player is small
        gameScene.player.isBig = false;
        //reset our transitional flag
        gameScene.player.isChangingSize = false;
    }

    function collectMushroom(player, mushroom) {
        //stop the players movement
        player.body.velocity.x = 0;
        player.body.velocity.y = 0;
        //set a flag saying the player is transitioning sizes
        player.isChangingSize = true;

        //disable the mushroom so it can only be triggered once
        mushroom.disableBody(false, false);

        //tween the player scaling up in size
        var tween = this.tweens.add({
            targets: player,
            scaleX: 1.5,
            scaleY: 1.5,
            yoyo: 1,
            repeat: 1,
            ease: 'Linear',
            duration: 100,
            onComplete: function() {
                //when the tween is over call this function
                growHero();
            },
        });

        //tween powerup to scale up and then remove
        var tween = this.tweens.add({
            targets: mushroom,
            alpha: 0.3,
            angle: 90,
            scaleX: 0.3,
            scaleY: 0.3,
            ease: 'Linear',
            duration: 500,
            onComplete: function() {
                destroyGameObject(mushroom);
            },
        });
    }

    function hitQuestionMarkBlock(player, block) {
        //if the block has been hit from the bottom and is not already hit then...
        if (block.body.touching.down && !block.hit) {
            //mark block as hit
            block.hit = true;
            //make the mushroom visible
            block.powerup.visible = true;

            //animate the rising of the mushroom powerup
            var tween = this.tweens.add({
                targets: block.powerup,
                y: "-=24",
                ease: 'Linear',
                duration: 300,
                onComplete: function() {
                    //when the animation completes call this function
                    emptyQuestionBlock(block);
                },
            });

            //animate the box being hit and jumping up slightly
            var tween = this.tweens.add({
                targets: block,
                y: "-=5",
                ease: 'Linear',
                yoyo: true,
                duration: 100
            });
        }
    }

    function emptyQuestionBlock(block) {
        //change the sprite of the question mark box
        block.setTexture("empty-box");
        //enable physics on the mushroom powerup
        block.powerup.enableBody = true;
        //turn mushroom powerups gravity back on
        block.powerup.body.setAllowGravity(true);
        //randomly assign left or right direction to the powerup
        if (Math.floor(Math.random() * 1)) block.powerup.setVelocityX(-80);
        else block.powerup.setVelocityX(80);
    }

    function goInvincibile(player, invicibility) {
        //stop invicibility for being collected twice, as it will stick around on the screen as it aninimates
        invicibility.disableBody(false, false);

        //change players max velocity so they can go super fast
        player.body.maxVelocity.x = this.superPlayerSpeed;
        //start our emitter
        gameScene.emitter.resume();
        //flash animations using a tint
        this.tweens.addCounter({
            from: 0,
            to: 100,
            duration: 500,
            yoyo: true,
            repeat: 5,
            onUpdate: function(tween) {
                var value = Math.floor(tween.getValue());
                var newColorObject = Phaser.Display.Color.Interpolate.ColorWithColor(gameScene.heroColor, gameScene.invincibleColor, 100, value);
                var color = Phaser.Display.Color.GetColor(newColorObject.r, newColorObject.g, newColorObject.b);
                player.setTint(color);
            },
            onComplete: function() {
                resetInvincibility();
            }
        });

        //tween powerup to scale up and disappear
        var tween = this.tweens.add({
            targets: invicibility,
            alpha: 0.3,
            angle: 90,
            scaleX: 0.3,
            scaleY: 0.3,
            ease: 'Linear',
            duration: 500,
            onComplete: function() {
                destroyGameObject(invicibility);
            },
        });
        //set players invincible flag to true
        player.invincible = true;
    }

    function resetInvincibility() {
        //reset the invincible flag
        gameScene.player.invincible = false;
        //reset max speed of player
        gameScene.player.body.maxVelocity.x = gameScene.maxPlayerSpeed;
        //pause emitter and remove any existing particles
        gameScene.emitter.pause();
        gameScene.emitter.killAll();
    }

    //rotate score coin and make bigger before shrinking again
    function animateScoreCoin(game) {
        this.scoreCoinTimeline = game.tweens.timeline({
            targets: gameScene.scoreCoin,
            duration: 100,
            tweens: [{
                    scaleX: 0.8,
                    scaleY: 0.8,
                    angle: "+=45"
                },
                {
                    scaleX: 0.5,
                    scaleY: 0.5,
                    angle: "+=45"
                }
            ]
        });
    }

    function destroyGameObject(gameObject) {
        // Removes any game object from the screen
        gameObject.destroy();
    }

    var config = {
        type: Phaser.AUTO,
        width: 800,
        height: 400,
        transparent: true,
        physics: {
            default: 'arcade',
            arcade: {
                fps: 120,
                gravity: { y: 300 }
            }
        },
        //we can omit this entire line and add scenes manually later *
        scene: [titleScreen, gameScene, endScreen]
    };
    var game = new Phaser.Game(config);
    // * This is how you add scenes manually
    //game.scene.add("titleScreen", titleScreen);
    //game.scene.add("game", gameScene);
    //game.scene.add("endScreen", endScreen);
    //we call this line to load a scene
    //game.scene.start('titleScreen');
              
            
!
999px

Console