notes/Phaser basic tile map jumper with collision-DUMcctGA.sh
var game = new Phaser.Game(480, 320, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update});

function preload() {

    game.load.tilemap('map', 'level.csv', null, Phaser.Tilemap.CSV);
    game.load.image('tiles', 'tiles64.png');
    game.load.image('player', 'player.png');

}

var map;
var layer;
var cursors;
var player;

function create() {
    //  Because we're loading CSV map data we have to specify the tile size here or we can't render it
    map = game.add.tilemap('map', 32, 32);

    //  Now add in the tileset
    map.addTilesetImage('tiles');
    map.setCollisionBetween(3, 4);
 
    //  Create our layer
    layer = map.createLayer(0);

    //  Resize the world
    layer.resizeWorld();

    // Player
    player = game.add.sprite(32,32,"player");
    player.scale.setTo(.5,.5);
    game.physics.enable(player, Phaser.Physics.ARCADE);
    game.camera.follow(player);
    game.physics.arcade.gravity.y = 200;
    //keep player on screen
    //player.body.collideWorldBounds=true;
    //enable keyboard input
    cursors = game.input.keyboard.createCursorKeys();

    //fullscreen on click
    game.input.onDown.add(go_fullscreen, this);
}

function update() {
  game.physics.arcade.collide(player, layer);
  playerControls();
}

function playerControls(){
    if (cursors.up.isDown && player.body.blocked.down)
    {
        player.body.velocity.y = -300;
    }
    else if (cursors.down.isDown)
    {
        //player.body.velocity.y = 550;
    }

    if (cursors.left.isDown)
    {
        player.body.velocity.x = -150;
    }
    else if (cursors.right.isDown)
    {
        player.body.velocity.x = 150;
    }else{
        player.body.velocity.x = 0
    }
}

function go_fullscreen(){
  game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL;
  game.scale.startFullScreen();
}

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