
function crearNivel(){
    var game = new Phaser.Game(800, 600, Phaser.AUTO, 'juegoId', { 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);

    }

    var player;
    var platforms;
    var cursors;

    var stars;
    var score = 0;
    var scoreText;

    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(300, 450, 'ground');
        ledge.body.immovable = true;

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

        ledge = platforms.create(350, 200, '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 = 400;
        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);

        //  Finally some stars to collect
        stars = game.add.group();

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

        //  Here we'll create 12 of them evenly spaced apart
        for (var i = 0; i < 12; i++)
        {
            //  Create a star inside of the 'stars' group
            var star = stars.create(i * 70, 0, 'star');

            //  Let gravity do its thing
            star.body.gravity.y = 300;

            //  This just gives each star a slightly random bounce value
            star.body.bounce.y = 0.7 + Math.random() * 0.2;
        }

        //  The score
        scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

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

    function update() {

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

        //  Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
        game.physics.arcade.overlap(player, stars, collectStar, null, this);

        //  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;
        }

    }

    function collectStar (player, star) {
        
        // Removes the star from the screen
        star.kill();

        //  Add and update the score
        score += 10;
        scoreText.text = 'Score: ' + score;

    }
}

@@ -1420,17 +1420,17 @@
 e(300, 4
-5
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 0, 'grou
@@ -1608,10 +1608,10 @@
 50, 
-20
+15
 0, '

mejora UI