text: function set5(game,GBA){
          GBA.sample = function(GBA){}
  
          GBA.sample.prototype = {
              create: function(game){
                  PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
                  game.time.advancedTiming = true;
  
                  var wmap = new GBA.Map_floor(game)
                  this.add.existing(wmap);
  
              },
              render: function(game){
                  //game.test ? game.debug.text('FPS:' + game.time.fps + "|D:"+ GBA.device_id +"|R:"+GBA.GameRender+"|W:" + game.width + "|H:"+ game.height + "|M:" + GBA.model + "|wW:"+GBA.window_width + "|wH:"+GBA.window_height+"|Ra:"+GBA.ratio, 8, game.height-5, "#00ff00") : 0
                  
              },
              update:function(){
                  //GBA.playsite.update();
              }
          }
  
      GBA.box_tile = function _Tile(game,x,y,src){
          Phaser.Sprite.call(this,game,x,y);
  
          this.cost = 0
          this.distance = 0
          this.type = 0
  
          this.tbody = new Sprite(0,0,src)
          this.addChild(this.tbody)
  
          this.txt = new TextField(game,"00",0,0,"flappy2",24,false);
          this.txt.anchor.setTo(0.5)
          this.txt.text.anchor.setTo(0.5)
          this.addChild(this.txt)
      }
      GBA.box_tile.prototype = Object.create(Phaser.Sprite.prototype);
      GBA.box_tile.prototype.constructor = GBA.box_tile;
  
      //-----------------------------------------------------------------------------
      GBA.Map_gfx =   [
                          [
                              [   2,  2,  0,  0,   0,   0,   0  ],
                              [   0,  2,  2,  0,   0,   0,   0  ],
                              [   0,  0,  2,  2,   0,   0,   0  ],
                              [   0,  0,  0,  2,   0,   0,   0  ],
                              [   0,  0,  0,  2,   0,   0,   0  ],
                              [   0,  0,  0,  2,   2,   2,   2  ],
                          ],
  
                          [
                              [   0,  0,  0,  0,   0,   0,   0  ],
                              [   0,  0,  0,  0,   0,   0,   0  ],
                              [   0,  0,  0,  0,   0,   0,   0  ],
                              [   0,  0,  0,  0,   0,   0,   0  ],
                              [   0,  0,  0,  0,   0,   0,   0  ],
                              [   0,  0,  0,  0,   0,   0,   0  ],
                          ],
  
                      ];//GBA.Map_gfx
  
      //-----------------------------------------------------------------------------
  
  
      GBA.Map_floor = function _map_floor(game){
          Phaser.Sprite.call(this,game,0,0);
  
          path = new Array();
          path = [0,1,8,9,16,17,24,31,38,39,40,41]
  
          cur_pos1 = 0
          cur_pos2 = 0
  
          map_w = 7;
          map_h = 6;
          map_ttl = map_w * map_h;
          map_sz = 60;
  
          h = 0;
          v = 0;
  
          map_holder = new Sprite(0,0,"");
          this.addChild(map_holder);
          map_holder.position.setTo(30,30);
  
          flr_tile = new Array();
  
          for(k=0;k<map_ttl;k++){
            
              flr_tile[k] = new GBA.Tile(game,(h*map_sz),(v*map_sz),"map");
              flr_tile[k].anchor.setTo(0.5)
              map_holder.addChild(flr_tile[k])
              flr_tile[k].txt.text.setText(''+k)
              if(h<map_w-1){
                  h++
              }else{
                  h=0;
                  v++;
              }
          }
  
          //add functions
          map_update = function _map_update(num){
              h = 0 ; v = 0 //reset h & v
              for(k=0;k<map_ttl;k++){
                  flr_tile[k].tbody.frame = GBA.Map_gfx[num][v][h];
                  if(h<map_w-1){
                      h++
                  }else{
                      h=0
                      v++
                  }
              }
          }
  
  
          map_update(0);
          
          player1 = new Sprite(0,0,"btn");
          map_holder.addChild(player1)
          player1.position.setTo(flr_tile[0].x+5,flr_tile[0].y)
          player1.scale.setTo(0.5)
  
          player2 = new Sprite(0,0,"btn");
          map_holder.addChild(player2)
          player2.frame = 1
          player2.position.setTo(flr_tile[0].x-5,flr_tile[0].y)
          player2.scale.setTo(0.5)
  
          var tst = 0
          cur_pos1 = 0 
    
          move_player = function _move_player(who){
              console.log(who, 'are you?');
              cur_pos1 += 1
              tst+=1
              TweenMax.to(who,0.5,{x:flr_tile[path[cur_pos1]].x,y:flr_tile[path[cur_pos1]].y,onComplete:function(){
                  if(tst<5){
                      TweenMax.delayedCall(1,move_player,[who])
                  }else{
                      tst=0
                      console.log('test');
                  }
              }})
          
          }
  
  
          TweenMax.delayedCall(1,move_player,[player1])
  
          //return this;//end
      }
      GBA.Map_floor.prototype = Object.create(Phaser.Sprite.prototype);
      GBA.Map_floor.prototype.constructor = GBA.Map_floor;
  
      /*
          0   1   2   3   4   5   6
          7   8   9  10  11  12  13
          14 15  16  17  18  19  20
          21 22  23  24  25  26  27
          28 29  30  31  32  33  34
          35 36  37  38  39  40  41
      */
  
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
      //-----------------------------------------------------------------------------
  
  
  
  };