(function(){
  var platforms, player;
  var config = {
    width: 800,
    height: 600
  };
  var game = new Phaser.Game(config.width, config.height, Phaser.AUTO, '', { preload: preload, create: create, update: update });

  function preload() {
    game.load.image('sky', 'assets/sky.png');
    game.load.image('ground', 'assets/platform.png');
    game.load.image('star', 'assets/star.png');
    game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
  }

  function create() {
    //We're going to be using physics, so enable the Arcade Physics system
    game.physics.startSystem(Phaser.Physics.ARCADE);

    //A simple background for our game
    game.add.sprite(0, 0, 'sky');

    //The platforms group contains the ground and the 2 ledges we can jump on
    platforms = game.add.group();

    //We will enable physics for any object that is created in this group
    platforms.enableBody = true;

    // Here we create the ground.
    var ground = platforms.create(0, game.world.height - 64, 'ground');

    //Scale it to fit the width of the game (the original sprite is 400x32 in size)
    ground.scale.setTo(2, 2);

    //This stops it from falling away when you jump on it
    ground.body.immovable = true;

    //Now let's create two ledges
    var ledge = platforms.create(400, 400, 'ground');

    ledge.body.immovable = true;

    ledge = platforms.create(-150, 250, 'ground');

    ledge.body.immovable = true;

    // The player and its settings
    player = game.add.sprite(32, game.world.height - 150, 'dude');

    //  We need to enable physics on the player
    game.physics.arcade.enable(player);

    //  Player physics properties. Give the little guy a slight bounce.
    player.body.bounce.y = 0.2;
    player.body.gravity.y = 300;
    player.body.collideWorldBounds = true;

    //  Our two animations, walking left and right.
    player.animations.add('left', [0, 1, 2, 3], 10, true);
    player.animations.add('right', [5, 6, 7, 8], 10, true);
  }

  function update() {
  }
})();
  (function(){
  var platforms, player, cursors;
  var config = {
    width: 800,
    height: 600
  };
  var game = new Phaser.Game(config.width, config.height, Phaser.AUTO, '', { preload: preload, create: create, update: update });

  function preload() {
    game.load.image('sky', 'assets/sky.png');
    game.load.image('ground', 'assets/platform.png');
    game.load.image('star', 'assets/star.png');
    game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
  }

  function create() {
    //We're going to be using physics, so enable the Arcade Physics system
    game.physics.startSystem(Phaser.Physics.ARCADE);

    //A simple background for our game
    game.add.sprite(0, 0, 'sky');

    //The platforms group contains the ground and the 2 ledges we can jump on
    platforms = game.add.group();

    //We will enable physics for any object that is created in this group
    platforms.enableBody = true;

    // Here we create the ground.
    var ground = platforms.create(0, game.world.height - 64, 'ground');

    //Scale it to fit the width of the game (the original sprite is 400x32 in size)
    ground.scale.setTo(2, 2);

    //This stops it from falling away when you jump on it
    ground.body.immovable = true;

    //Now let's create two ledges
    var ledge = platforms.create(400, 400, 'ground');

    ledge.body.immovable = true;

    ledge = platforms.create(-150, 250, 'ground');

    ledge.body.immovable = true;

    // The player and its settings
    player = game.add.sprite(32, game.world.height - 150, 'dude');

    //We need to enable physics on the player
    game.physics.arcade.enable(player);

    //Player physics properties. Give the little guy a slight bounce.
    player.body.bounce.y = 0.2;
    player.body.gravity.y = 700;
    player.body.collideWorldBounds = true;

    //Our two animations, walking left and right.
    player.animations.add('left', [0, 1, 2, 3], 10, true);
    player.animations.add('right', [5, 6, 7, 8], 10, true);

    //Cursors
    cursors = game.input.keyboard.createCursorKeys();
  }

  function update() {
    //Collide the player and the stars with the platforms
    game.physics.arcade.collide(player, platforms);

    //Reset the players velocity (movement)
    player.body.velocity.x = 0;

    if (cursors.left.isDown) {
        //Move to the left
        player.body.velocity.x = -150;
        player.animations.play('left');
    } else if (cursors.right.isDown) {
        //Move to the right
        player.body.velocity.x = 150;
        player.animations.play('right');
    } else {
        //Stand still
        player.animations.stop();
        player.frame = 4;
    }

    //Allow the player to jump if they are touching the ground.
    if (cursors.up.isDown && player.body.touching.down) {
        player.body.velocity.y = -350;
    }
  }
})();
Check collisions and animations