title: follow camera in phaser.js
body: <p>So I have just figured out how to load a tilemap that I have created in the program tiled and it works as expected so then I am trying to add a player with a basic follow camera using some code from the example but I have nothing happening except the is viewing the middle of the tilemap now here is the code I have tried:</p>
  
  <pre><code>var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
  
  function preload() {
  
      //  Tilemaps are split into two parts: The actual map data (usually stored in a CSV or JSON file) 
      //  and the tileset/s used to render the map.
  
      //  Here we'll load the tilemap data. The first parameter is a unique key for the map data.
  
      //  The second is a URL to the JSON file the map data is stored in. This is actually optional, you can pass the JSON object as the 3rd
      //  parameter if you already have it loaded (maybe via a 3rd party source or pre-generated). In which case pass 'null' as the URL and
      //  the JSON object as the 3rd parameter.
  
      //  The final one tells Phaser the foramt of the map data, in this case it's a JSON file exported from the Tiled map editor.
      //  This could be Phaser.Tilemap.CSV too.
  
      game.load.tilemap('gameMap', 'assets/tilemaps/gameMap2.json', null, Phaser.Tilemap.TILED_JSON);
  
      //  Next we load the tileset. This is just an image, loaded in via the normal way we load images:
  
      game.load.image('tiles', 'assets/tilemaps/gameMap.png');
      game.load.image('player','assets/img/player.gif');
  }
  
  var map;
  var layer;
  var player;
  var cursors;
  
  function create() {
  
      game.stage.backgroundColor = '#787878';
      game.world.setBounds(0, 0, 3200, 3200);
      game.physics.startSystem(Phaser.Physics.P2JS);
      player = game.add.sprite(game.world.centerX, game.world.centerY, 'player');
  
  
          game.physics.p2.enable(player);
  
          cursors = game.input.keyboard.createCursorKeys();
  
          game.camera.follow(player);
  
      //  The 'mario' key here is the Loader key given in game.load.tilemap
      map = game.add.tilemap('gameMap');
  
      //  The first parameter is the tileset name, as specified in the Tiled map editor (and in the tilemap json file)
      //  The second parameter maps this name to the Phaser.Cache key 'tiles'
      map.addTilesetImage('spritesheet', 'tiles');
  
      //  Creates a layer from the World1 layer in the map data.
      //  A Layer is effectively like a Phaser.Sprite, so is added to the display list.
      layer = map.createLayer('Tile Layer 1');
  
      //  This resizes the game world to match the layer dimensions
      layer.resizeWorld();
  
  }
  function update() {
  
          player.body.setZeroVelocity();
  
          if (cursors.up.isDown)
          {
              player.body.moveUp(300)
          }
          else if (cursors.down.isDown)
          {
              player.body.moveDown(300);
          }
  
          if (cursors.left.isDown)
          {
              player.body.velocity.x = -300;
          }
          else if (cursors.right.isDown)
          {
              player.body.moveRight(300);
          }
  
      }
      function render() {
  
              game.debug.cameraInfo(game.camera, 32, 32);
              game.debug.spriteCoords(player, 32, 500);
  
          }
  </code></pre>
  
  <p>I am new to using phaser and I am not sure why this is not working any pointers?</p>