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/tilemaps/maps/platform.json', null, Phaser.Tilemap.TILED_JSON);
      game.load.image('platformer_tiles', 'assets/tilemaps/tiles/platformer_tiles.png');
      game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
      game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
  
  }
  
  var map;
  var layer;
  var sprite;
  var sprite2;
  var balls;
  var cursors;
  
  function create() {
  
      game.stage.backgroundColor = '#124184';
  
      map = game.add.tilemap('map');
  
      map.addTilesetImage('platformer_tiles');
  
      map.setCollisionBetween(21, 53);
  
      layer = map.createLayer('Tile Layer 1');
  
      layer.debug = true;
  
      // game.physics.gravity.y = 150;
  
  /*
      balls = game.add.group();
  
      for (var i = 0; i < 30; i++)
      {
          var s = balls.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 200), 'balls', game.rnd.integerInRange(0, 6));
          s.body.velocity.x = game.rnd.integerInRange(-400, 400);
          s.body.velocity.y = game.rnd.integerInRange(-100, -200);
          s.name = 'ball' + i;
      }
  
      balls.setAll('body.collideWorldBounds', true);
      balls.setAll('body.bounce.x', 0.8);
      balls.setAll('body.bounce.y', 0.9);
      balls.setAll('body.minBounceVelocity', 0.9);
      balls.setAll('body.linearDamping', 0.5);
  */
  
      sprite2 = game.add.sprite(340, 250, 'gameboy', 2);
      sprite2.name = 'green';
      sprite2.body.collideWorldBounds = true;
      // sprite2.body.bounce.setTo(0.5, 0.5);
  
      sprite = game.add.sprite(270, 100, 'gameboy', 0);
      sprite.name = 'red';
      sprite.body.collideWorldBounds = true;
      sprite.body.minBounceVelocity = 0.9;
      sprite.body.bounce.setTo(0.5, 0.9);
      sprite.body.linearDamping = 0.5;
  
  
      game.input.onDown.add(launch, this);
  
  }
  
  function launch() {
  
      // sprite.body.velocity.x = -200;
      // sprite.body.velocity.y = -200;
  
      sprite2.body.velocity.x = -200;
      sprite2.body.velocity.y = -200;
  
  }
  
  function hit(face, body1, body2) {
  
      console.log('hit', face);
  
  }
  
  var flag = false;
  
  function update() {
  
      // game.physics.collide(balls, layer);
      game.physics.collide(sprite, layer);
      game.physics.collide(sprite2, layer);
      game.physics.collide(sprite, sprite2);
   
  }
  
  function render() {
  
      game.debug.bodyInfo(sprite2, 32, 32);
      game.debug.physicsBody(sprite2.body);
  
  
      // game.debug.text(sprite2.body.left, 32, 30);
      // game.debug.text(sprite2.body.right, 32, 50);
      // game.debug.text(sprite2.body.top, 32, 70);
      // game.debug.text(sprite2.body.bottom, 32, 90);
  
   
      // for (var i = 0; i < balls._container.length; i++)
      // {
  
      // }
  
      // if (sprite)
      // {
      //     // game.debug.bodyInfo(sprite, 20, 30);
          // game.debug.bodyInfo(sprite2, 20, 230);
      // }
  
  }