text: // We create our only state
  var PlayState = {
  
    create: function() {
      game.stage.backgroundColor = '#3498DB';
      game.physics.startSystem(Phaser.Physics.Arcade);
      game.renderer.renderSession.roundPixels = true;
      this.cursor = game.input.keyboard.createCursorKeys();
  
      this.map = game.add.tilemap('map');
      this.map.addTilesetImage('tiles');
  
      this.layer = this.map.createLayer('Tile Layer 1');
      this.layer.resizeWorld();
      this.map.setCollisionBetween(2, 200)
  
      // Initialize player and set physics properties
      // this.ratBabies = game.add.group();
      // this.ratBabies.enableBody = true;
      // game.add.image(100, 200, 'rat-baby', this.ratBabies);
      // this.ratBabies.setAll('anchor', 0.5);
      // this.ratBabies.setAll('scale', 2);
      this.rat = game.add.sprite(32, 32, 'rat-baby');
      this.rat.scale.setTo(2);
      game.physics.enable(this.rat, Phaser.Physics.ARCADE);
  
      this.rat.body.velocity.x = 100 * game.rnd.pick([-1, 1]);
      this.rat.body.velocity.y = 100 * game.rnd.pick([-1, 1]);
      this.rat.body.bounce.x = true;
      this.rat.body.bounce.y = true;
  
      // Create cursor keys
  
      // Initialize score text
      // this.scoreLabel = game.add.text(30, 30, 'Score: 0', {
      //   font: '20px Geo', fill: '#ffffff', fontWeight: 300
      // });
      // game.global.score = 0;
  
      // // Initialize enemies
      // this.enemies = game.add.group();
      // this.enemies.enableBody = true;
      // this.enemies.createMultiple(10, 'enemy');
      // game.time.events.loop(2200, this.addEnemy, this);
  
      // // Particle emitter
      // this.emitter = game.add.emitter(0, 0, 15);
      // this.emitter.makeParticles('pixel');
      // this.emitter.setYSpeed(-150, 150);
      // this.emitter.setXSpeed(-150, 150);
      // this.emitter.setScale(2, 0, 2, 0, 800);
      // this.emitter.gravity = 0;
  
      // // Initialize sounds
      // this.jumpSound = game.add.audio('jump');
      // this.coinSound = game.add.audio('coin');
      // this.deadSound = game.add.audio('dead');
  
      // // Create world
      // this.createWorld();
      //
      // if (!game.device.desktop) {
      //   this.addMobileInputs();
      // }
    },
  
    update: function() {
      game.physics.arcade.collide(this.rat, this.layer);
  
      //this.rat.body.velocity.set(0);
  
      // if (this.cursor.left.isDown)
      // {
      //     this.rat.body.velocity.x = -100;
      // }
      // else if (this.cursor.right.isDown)
      // {
      //     this.rat.body.velocity.x = 100;
      // }
      // else if (this.cursor.up.isDown)
      // {
      //     this.rat.body.velocity.y = -100;
      // }
      // else if (this.cursor.down.isDown)
      // {
      //     this.rat.body.velocity.y = 100;
      // }
  
    }
  
  };
  