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HTML

              
                
              
            
!

CSS

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


              
            
!

JS

              
                var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 400,
    transparent: true,
    physics: {
        default: 'arcade',
        arcade: {
            fps: 120,
            gravity: { y: 300 }
        }
    },
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var player,
    baddie,
    baddies,
    coins,
    scoreCoin,
    scoreCoinTimeline,
    platforms,
    ladders,
    cursors,
    score = 0,
    scoreText,
    heartOutlines = [],
    hearts = [],
    maxHearts = 3,
    vulnerableTime = 1000,
    acceleration = 600,
    maxPlayerSpeed = 200,
    superPlayerSpeed = 400,
    jumpVelocity = -165,
    jumpVelocitySmall = -165,
    jumpVelocityBig = -330,
    wasStanding = false,
    onLadder = false,
    edgeTimer = 0,
    prevPos = 0,
    yPos = 0,
    touchJump = false,
    touchJumpThreshold = 5,
    touchSlider,
    sliderBar,
    sliderKnob,
    touchMoving = false,
    isTouch = false,
    touchMoveThreshold = 3,
    largeThumbMoveAcross = 25,
    thumbSizeOffset = 60,
    startX,
    shell,
    shellSpeed = 500,
    spikes,
    invicibility,
    mushroom,
    emitter,
    heroColor = new Phaser.Display.Color(255, 255, 255),
    invincibleColor = new Phaser.Display.Color(56, 194, 239),
    camera,
    hud,
    coinTweens = [];

var game = new Phaser.Game(config);

function preload() {
    this.load.setBaseURL("https://digitherium.com/codepen/phaserplatformer/");
    this.load.image('ground', 'platform.jpg');
    this.load.image('coin', 'coin.jpg');
    this.load.image('hero', 'hero.jpg');
    this.load.image('hero-small', 'hero-small.jpg');
    this.load.image('baddie', 'baddie.jpg');
    this.load.image('ladder', 'ladder.png');
    this.load.image('shell', 'shell.png');
    this.load.image('powerup', 'powerup.jpg');
    this.load.image('dust', 'dust.jpg');
    this.load.image('spikes', 'spikes.png');
    this.load.image('heart', 'heart.png');
    this.load.image('heart-filled', 'heart-filled.png');
    this.load.image("logo", "digitherium-logo.jpg");
    this.load.image('touch-slider', 'touch-slider.png');
    this.load.image('touch-knob', 'touch-knob.png');
}

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

    this.input.addPointer(1);
    platforms = this.physics.add.staticGroup();
    this.physics.world.setBounds(0, 0, 1630, 400);

    platforms.create(1300, 400, 'ground').setScale(2).refreshBody();
    platforms.create(400, 400, 'ground').setScale(2).refreshBody();
    platforms.create(150, 240, 'ground');
    platforms.create(860, 190, 'ground');

    ladders = this.physics.add.staticGroup();
    ladders.enableBody = true;
    ladder = ladders.create(368, 296, 'ladder');
    ladder.body.immovable = true;

    spikes = this.physics.add.staticGroup();
    spikes.enableBody = true;
    spikes = spikes.create(850, 415, 'spikes');
    spikes.body.immovable = true;

    player = this.physics.add.sprite(40, 350, 'hero-small');
    player.setOrigin(.5, .5);
    player.setDrag(1);
    player.setCollideWorldBounds(true);

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

    //create our baddies group
    baddies = this.physics.add.group();

    baddie = baddies.create(1220, 350, 'baddie');
    baddie.setOrigin(.5, .5);
    baddie.setCollideWorldBounds(true);
    baddie.body.velocity.x = -100;
    baddie.maxDistance = 300;
    baddie.previousX = baddie.x;

    baddie = baddies.create(940, 100, 'baddie');
    baddie.setOrigin(.5, .5);
    baddie.setCollideWorldBounds(true);
    baddie.body.velocity.x = -100;
    baddie.maxDistance = 250;
    baddie.previousX = baddie.x;

    //add a shall and set it to rotate around its center
    shell = this.physics.add.sprite(1400, 360, 'shell');
    shell.setOrigin(.5, .5);
    shell.setCollideWorldBounds(true);

    //add invincibility powerup and set it to rotate around its center
    invicibility = this.physics.add.sprite(256, 214, 'powerup');
    invicibility.setOrigin(.5, .5);

    //add mushroom powerup, set it to rotate around its center and tint it orange
    mushroom = this.physics.add.sprite(120, 360, 'powerup');
    mushroom.setOrigin(.5, .5);
    mushroom.setTintFill(0xff9800);

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

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

    coins = this.physics.add.group({
        key: 'coin',
        repeat: 11,
        setXY: { x: 12, y: 0, stepX: 70 }
    });

    coins.children.iterate(function(child) {
        child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
    });


    scoreCoin = this.add.sprite(30, 32, 'coin');
    scoreCoin.setOrigin(.5, .5);
    scoreCoin.scaleX = .5;
    scoreCoin.scaleY = .5;
    scoreText = this.add.text(46, 20, '0', { fontSize: '24px', fill: '#fff' });
    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, [scoreCoin, scoreText, heart1, heart2, heart3, heartOutline1, heartOutline2, heartOutline3]);
    //lock it to the camera
    hud.setScrollFactor(0);

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

    camera = this.cameras.main;
    camera.setBounds(0, 0, 1630, 400);
    camera.startFollow(player, true, 0.05, 0, -200, 120);
    camera.setFollowOffset(-200, 120);


    this.physics.add.collider(player, platforms);
    this.physics.add.collider(baddies, platforms);
    this.physics.add.collider(coins, platforms);
    this.physics.add.collider(shell, platforms, shellWallHit, null, this);
    this.physics.add.collider(invicibility, platforms);
    this.physics.add.collider(mushroom, platforms);
    this.physics.add.collider(player, shell, shellHit, null, this);
    this.physics.add.collider(player, spikes, playerHit, null, this);
    this.physics.add.overlap(player, coins, collectCoin, null, this);
    this.physics.add.overlap(player, invicibility, goInvincibile, null, this);
    this.physics.add.overlap(player, mushroom, collectMushroom, null, this);
    this.physics.add.overlap(player, baddies, hitBaddie, null, this);
    this.physics.add.overlap(player, ladders, isOnLadder, null, this);
    this.physics.add.collider(player, ladders, null, checkLadderTop, this);
    this.physics.add.overlap(shell, baddies, shellHitBaddie, null, this);
    this.physics.add.collider(shell, spikes, destroyShell, null, this);
}

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(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);
        }
    }
}

function playerHit() {
    //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(vulnerableTime, playerVulnerable, [this]);
        }
    }
}

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

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);
    }
}

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

function destroyShell() {
    //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(game) {
    game.scene.restart();
}

function buildTouchSlider(game) {
    sliderBar = game.add.sprite(0, 0, 'touch-slider');
    sliderKnob = game.add.sprite(0, 0, 'touch-knob');

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

function moveLeft(acceleration) {
    var standing = player.body.blocked.down || player.body.touching.down;
    //if hero is on ground then use full acceleration
    if (standing) {
        player.setAccelerationX(-acceleration);
    }
    //if hero is in the air then accelerate slower
    else {
        player.setAccelerationX(-acceleration / 3);
    }
}

function moveRight(acceleration) {
    var standing = player.body.blocked.down || player.body.touching.down;
    //if hero is on ground then use full acceleration
    if (standing) {
        player.setAccelerationX(acceleration);
    }
    //if hero is in the air then accelerate slower
    else {
        player.setAccelerationX(acceleration / 3);
    }
}

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

//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)) {
        onLadder = true;
        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(prevPos) < Math.floor(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;
    }
}

function update() {
  //loop through any coin tweens
  for (var i = 0; i < coinTweens.length; i++) {
      var tween = coinTweens[i];
      //if we find a tween update it to the new position of the scoreCoin
      if (tween) tween.updateTo("x", camera.scrollX + scoreCoin.x);
  }
  
    //set jump velocity depending on whether we are big or small
    if (player.isBig) jumpVelocity = jumpVelocityBig;
    else jumpVelocity = jumpVelocitySmall;

    emitter.setPosition(player.x, player.y);
    //built in arcade physics functions of blocked and touching to test for collisions in a given direction
    var standing = player.body.blocked.down || 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(acceleration);
    }
    //same deal but for right arrow
    else if (cursors.right.isDown) {
        moveRight(acceleration);
    }

    //loop through baddies group and for each baddie...
    baddies.getChildren().forEach(function(theBaddie) {
        //check if it's time for them to turn around
        if (Math.abs(theBaddie.x - theBaddie.previousX) >= theBaddie.maxDistance) {
            switchDirection(theBaddie);
        }
    }, this);



    //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 (!touchSlider.alpha) {
                    //make it visible
                    touchSlider.alpha = 1;
                    //position touchSlider to be where the users thumb or finger is
                    touchSlider.x = myMovePointer.x;
                    //with the Y pos we add a thumbSizeOffset so it's above the users thumb not hidden under it
                    touchSlider.y = myMovePointer.y - 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 > touchMoveThreshold) {
                        //set flag as we are definitely moving
                        touchMoving = true;
                        //set a flag so we know we are on a mobile device
                        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 = acceleration / 8;

                        //if thumb has moved quite a lot, then go faster
                        if (movement > 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 = 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
                        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
                prevPos = yPos;
                //get new position of touch pointer
                yPos = myJumpPointer.y;

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

                    //if moving up with thumb then climb up the ladder
                    if (Math.floor(prevPos) > Math.floor(yPos)) {
                        if (!myMovePointer) {
                            //when moving vertically we want the player pefectly lined up
                            player.x = ladder.x;
                            //also kill any x velocity to be sure
                            player.setVelocityX(0);
                            player.setVelocityY(-100);
                        }
                    }
                    //if moving down with thumb then climb down the ladder
                    if (Math.floor(prevPos) < Math.floor(yPos)) {
                        if (!myMovePointer) {
                            //when moving vertically we want the player pefectly lined up
                            player.x = ladder.x;
                            //also kill any x velocity to be sure
                            player.setVelocityX(0);
                            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 (prevPos - yPos > touchJumpThreshold) {
                        touchJump = true;
                    }
                }
            }
        }
        //neither thumb is down so reset touch movement variables and hide touchSlider
    } else {
        touchSlider.alpha = 0;
        startX = 0;
        touchMoving = false;

        if (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(player.y + (player.height / 2)) <= Math.ceil(ladder.y - (ladder.height / 2))) {
                player.setVelocityY(0);
            }
        }
    }

    //if not moving left or right via keys or touch device...
    if (!cursors.right.isDown && !cursors.left.isDown && !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(player.body.velocity.x) < 10 && Math.abs(player.body.velocity.x) > -10) {
            player.setVelocityX(0);
            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
            player.setAccelerationX(
                (player.body.velocity.x > 0 ? -1 : 1) * 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 (!standing && wasStanding) {
        edgeTimer = time + 100;
    }

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

        if (cursors.up.isDown) {
            if (!cursors.left.isDown && !cursors.right.isDown) {
                //when moving vertically we want the player pefectly lined up
                player.x = ladder.x;
                //also kill any x velocity to be sure
                player.setVelocityX(0);
                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
            player.x = ladder.x;
            //also kill any x velocity to be sure
            player.setVelocityX(0);
            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 (
        (standing || time <= edgeTimer) &&
        (cursors.up.isDown || touchJump) &&
        !jumping && !onLadder
    ) {
        player.setVelocityY(jumpVelocity);
        jumping = true;
    }

    //if not pressing up key...
    if (!cursors.up.isDown) {
        //if player is touching ground / platform then reset jump parametrs
        if (player.body.touching.down) {
            jumping = false;
            touchJump = false;
            prevPos = 0;
        }
    }
    wasStanding = standing;
    //if player is no longer on on ladder then turn gravity back on
    if (!onLadder) player.body.setAllowGravity(true);
    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: scoreCoin.x,
      y: scoreCoin.y,
      scaleX: 0.5,
      scaleY: 0.5,
      ease: 'Linear',
      duration: 500,
      onComplete: function() {
          destroyGameObject(coin);
          coinTweens.shift();
      },
  });
  //add the tween to the tweens array
  coinTweens.push(collectCoinTween);

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

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

function shrinkHero() {
    //change player to smaller sprire
    player.setTexture("hero-small");
    //manually resize so physics adjusts
    player.setSize(22, 22);
    //set isBig for false so we know the player is small
    player.isBig = false;
    //reset our transitional flag
    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 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 = superPlayerSpeed;
    //start our emitter
    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(heroColor, 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
    player.invincible = false;
    //reset max speed of player
    player.body.maxVelocity.x = maxPlayerSpeed;
    //pause emitter and remove any existing particles
    emitter.pause();
    emitter.killAll();
}

//rotate score coin and make bigger before shrinking again
function animateScoreCoin(game) {
    scoreCoinTimeline = game.tweens.timeline({
        targets: 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();
}
              
            
!
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Console