text: 
  var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
  
  function preload() {
  
      game.load.tilemap('map', 'assets/maps/commando.json', null, Phaser.Tilemap.TILED_JSON);
      game.load.image('tiles', 'assets/maps/commando.png');
      game.load.image('phaser', 'assets/sprites/arrow.png');
  
  }
  
  var cursors;
  var map;
  var layer;
  var sprite;
  
  function create() {
  
      map = game.add.tilemap('map');
  
      map.addTilesetImage('CommandoMap1-1BG_bank.png', 'tiles');
  
      layer = map.createLayer('ShoeBox Tile Grab');
      // layer.debug = true;
      layer.resizeWorld();
  
      sprite = game.add.sprite(260, 100, 'phaser');
      sprite.anchor.setTo(0.5, 0.5);
  
      sprite.body.setSize(16, 16, 8, 8);
  
      //  We'll set a lower max angular velocity here to keep it from going totally nuts
      sprite.body.maxAngular = 500;
  
      //  Apply a drag otherwise the sprite will just spin and never slow down
      sprite.body.angularDrag = 50;
  
      game.camera.follow(sprite);
  
      cursors = game.input.keyboard.createCursorKeys();
  
  }
  
  function update() {
  
  /*
      if (cursors.left.isDown)
      {
          game.camera.x -= 1;
      }
      else if (cursors.right.isDown)
      {
          game.camera.x += 1;
      }
  
      if (cursors.up.isDown)
      {
          layer.scrollY -= 4;
      }
      else if (cursors.down.isDown)
      {
          layer.scrollY += 4;
      }
  */
      game.physics.collide(sprite, layer);
  
      sprite.body.velocity.x = 0;
      sprite.body.velocity.y = 0;
      sprite.body.angularVelocity = 0;
  
      // sprite.body.acceleration.x = 0;
      // sprite.body.angularAcceleration = 0;
  
      if (cursors.left.isDown)
      {
          // sprite.body.acceleration.x = -200;
          sprite.body.angularVelocity = -300;
          // sprite.body.angularAcceleration -= 200;
      }
      else if (cursors.right.isDown)
      {
          // sprite.body.acceleration.x = 200;
          sprite.body.angularVelocity = 300;
          // sprite.body.angularAcceleration += 200;
      }
  
      if (cursors.up.isDown)
      {
          game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
      }
      else
      {
          // game.physics.velocityFromAngle(sprite.angle, sprite.body.velocity, sprite.body.velocity);
      }
  
      /*
      sprite.body.velocity.x = 0;
      sprite.body.velocity.y = 0;
  
      sprite.angle = sprite.angle + 1;
  
      if (cursors.up.isDown)
      {
          sprite.body.velocity.y = -900;
      }
      else if (cursors.down.isDown)
      {
          sprite.body.velocity.y = 900;
      }
  
      if (cursors.left.isDown)
      {
          sprite.body.velocity.x = -900;
          // sprite.scale.x = -1;
      }
      else if (cursors.right.isDown)
      {
          sprite.body.velocity.x = 900;
          // sprite.scale.x = 1;
      }
      */
  
  
  }
  
  function render() {
  
      // game.debug.renderSpriteBody(sprite);
      // game.debug.renderSpriteBounds(sprite);
  
      // game.debug.renderText(sprite.x, 32, 32);
      // game.debug.renderText(sprite.y, 32, 48);
  
      // game.debug.renderText(layer.scrollX, 32, 32);
      // game.debug.renderText(layer.scrollY, 32, 48);
  
  }