Phaser current version test environment

Basic Phaser setup for testing

HTML

<script src="https://rawgit.com/photonstorm/phaser/master/build/phaser.min.js"></script>
<div id="test"></div>

JavaScript

// Phaser current version test environment
// Infinite scroller

var game = new Phaser.Game(600, 400, Phaser.AUTO, 'test');

var BasicGame = function(game) {};

BasicGame.Boot = function (game) {};

var group, player, playerSpeed = 185, enemy, enemySpeed = 100, ground, background, scrollPosition = 0;

BasicGame.Boot.prototype = 
{
    preload: function() {
      game.time.advancedTiming = true;
    },
	create: function() 
	{
        game.physics.arcade.gravity.setTo(0, 900);
            
        var playerbmd = game.add.bitmapData(32, 32);
        playerbmd.ctx.rect(0, 0, 32, 32);
        playerbmd.ctx.fillStyle = "#fff";
        playerbmd.ctx.fill();
  
        var groundbmd = game.add.bitmapData(32, 32);
        groundbmd.ctx.rect(0, 0, 32, 32);
        groundbmd.ctx.fillStyle = "#fff";
        groundbmd.ctx.fill();
        groundbmd.ctx.beginPath();
        groundbmd.ctx.rect(0, 0, 16, 16);
        groundbmd.ctx.rect(16, 16, 16, 16);
        groundbmd.ctx.fillStyle = "#bbb";
        groundbmd.ctx.fill();
        
        background = game.add.tileSprite(0, 0, game.width, game.height, groundbmd);
        background.tileScale.set(4);
        background.tint = 0x444444;
        
        group = game.add.group();
        group.enableBody = true;
        
        ground = game.add.tileSprite(-512, game.height - 32, game.width + 512, 32, groundbmd);
        
        game.physics.arcade.enable(ground);
        ground.body.immovable = true;
        ground.body.allowGravity = false;
        
        player = game.add.sprite(128, game.world.centerY, playerbmd, 0, group);
        game.physics.arcade.enable(player);
        player.anchor.set(0.5);
        player.tint = 0x00ff00;
        
        enemy = game.add.sprite(game.world.centerX, game.world.centerY, playerbmd, 0, group);
        game.physics.arcade.enable(enemy);
        enemy.anchor.set(0.5)
        enemy.tint = 0xff0000;
        enemy.body.bounce.set(0.5);
        
        enemy.body.velocity.x = enemySpeed;
  ...