old_contents: /* eslint-env browser */
  'use strict';
  
  let Player = require('../model/Player');
  
  module.exports = {
    init() {
  
    },
  
    preload() {
  
    },
  
    create() {
      // Add map
      let map = this.game.add.tilemap('map', 16, 16);
      map.addTilesetImage('tiles');
      //  This isn't totally accurate, but it'll do for now
      map.setCollisionBetween(54, 83);
      // Create layer
      this.layer = map.createLayer(0);
      this.layer.resizeWorld();
      // Add character
      this.player = new Player(this, 0, 0);
  
      // Follow character
      this.camera.follow(this.player);
      // Create cursor keys
      this.cursors = this.game.input.keyboard.createCursorKeys();
  
      this.setupObstacles();
    },
  
    update() {
      this.player.resetVelocity();
      this.game.physics.arcade.collide(this.player, this.layer);
      this.game.physics.arcade.collide(this.player, this.obstacleGroup);
  
      this.player.body.velocity.set(0);
  
      if (this.cursors.left.isDown) {
        this.player.walkLeft();
      } else if (this.cursors.right.isDown) {
        this.player.walkRight();
      } else if (this.cursors.up.isDown) {
        this.player.walkUp();
      } else if (this.cursors.down.isDown) {
        this.player.walkDown();
      } else {
        this.player.stop();
      }
    },
  
    render() {
  
    },
  
    setupObstacles() {
      this.obstacleGroup = this.add.group();
  
      this.input.onUp.add(this.handleMouseUp, this);
    },
  
    handleMouseUp(pointer) {
      this.addObstacle(pointer.clientX, pointer.clientY);
    },
  
    addObstacle(x, y) {
      const obstacle = this.makePhysicsSprite(x, y, 'obstacle');
  
      this.obstacleGroup.add(obstacle);
  
      obstacle.anchor.set(0.5);
  
      obstacle.body.moves = false;
    },
  
    makePhysicsSprite(x, y, asset) {
      const sprite = this.make.sprite(x, y, asset);
  
      this.physics.enable(sprite, Phaser.Physics.ARCADE);
  
      return sprite;
    },
  };
  
new_contents: /* eslint-env browser */
  'use strict';
  
  let Player = require('../model/Player');
  
  module.exports = {
    init() {
  
    },
  
    preload() {
  
    },
  
    create() {
      // Add map
      let map = this.game.add.tilemap('map', 16, 16);
      map.addTilesetImage('tiles');
      //  This isn't totally accurate, but it'll do for now
      map.setCollisionBetween(54, 83);
      // Create layer
      this.layer = map.createLayer(0);
      this.layer.resizeWorld();
      // Add character
      this.player = new Player(this, 0, 0);
  
      // Follow character
      this.camera.follow(this.player);
      // Create cursor keys
      this.cursors = this.game.input.keyboard.createCursorKeys();
  
      this.setupObstacles();
    },
  
    update() {
      this.player.resetVelocity();
  
      this.game.physics.arcade.collide(this.player, this.layer);
      this.game.physics.arcade.collide(this.player, this.obstacleGroup);
  
      if (this.cursors.left.isDown) {
        this.player.walkLeft();
      } else if (this.cursors.right.isDown) {
        this.player.walkRight();
      } else if (this.cursors.up.isDown) {
        this.player.walkUp();
      } else if (this.cursors.down.isDown) {
        this.player.walkDown();
      } else {
        this.player.stop();
      }
    },
  
    render() {
  
    },
  
    setupObstacles() {
      this.obstacleGroup = this.add.group();
  
      this.input.onUp.add(this.handleMouseUp, this);
    },
  
    handleMouseUp(pointer) {
      this.addObstacle(pointer.clientX, pointer.clientY);
    },
  
    addObstacle(x, y) {
      const obstacle = this.makePhysicsSprite(x, y, 'obstacle');
  
      this.obstacleGroup.add(obstacle);
  
      obstacle.anchor.set(0.5);
  
      obstacle.body.moves = false;
    },
  
    makePhysicsSprite(x, y, asset) {
      const sprite = this.make.sprite(x, y, asset);
  
      this.physics.enable(sprite, Phaser.Physics.ARCADE);
  
      return sprite;
    },
  };
  
subject: Remove velocity setter