text: var config = {
      type: Phaser.AUTO,
      width: 800,
      height: 600,
      backgroundColor: '#000000',
      parent: 'phaser-example',
      pixelArt: true,
      scene: {
          preload: preload,
          create: create,
          update: update
      }
  };
  
  var game = new Phaser.Game(config);
  var map;
  var controls;
  
  function preload ()
  {
      this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/level-with-coin-objects.json');
      this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 });
      this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
  }
  
  function create ()
  {
      map = this.add.tilemap('map');
      var tiles = map.addTilesetImage('ground_1x1');
      var layer = map.createStaticLayer('Tile Layer', tiles);
  
      this.anims.create({
          key: 'spin',
          frames: this.anims.generateFrameNumbers('coin', { start: 0, end: 6 }),
          frameRate: 16,
          repeat: -1
      });
  
      // We convert all of the Tiled objects with an ID of 26 into sprites. They will get their width
      // & height from the Tiled tile object. Any custom properties on the tile object will also be
      // passed to the sprite creator (e.g. one of the tile object's has an alpha of 0.5).
      var coins = map.createFromObjects('Coin Object Layer', 26, { key: 'coin' });
  
      this.anims.play('spin', coins);
  
      var cursors = this.input.keyboard.createCursorKeys();
  
      var controlConfig = {
          camera: this.cameras.main,
          left: cursors.left,
          right: cursors.right,
          up: cursors.up,
          down: cursors.down,
          acceleration: 0.04,
          drag: 0.0005,
          maxSpeed: 0.7
      };
  
      controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
  }
  
  function update (time, delta)
  {
      controls.update(delta);
  }
  