Tiled Map And Impact

var config = {
    type: Phaser.CANVAS,
    width: 800,
    height: 600,
    backgroundColor: '#2d2d2d',
    parent: 'phaser-example',
    pixelArt: true,
    physics: {
        default: 'impact',
        impact: { gravity: 200 }
    },
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var game = new Phaser.Game(config);
var player;
var cursors;

function preload ()
{
    this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/impact-tilemap.json');
    this.load.image('kenney', 'assets/tilemaps/tiles/kenney.png');
    this.load.image('player', 'assets/sprites/phaser-dude.png');
}

function create ()
{
    var map = this.make.tilemap({ key: 'map' });
    var tileset = map.addTilesetImage('kenney');
    var layer = map.createStaticLayer(0, tileset, 0, 0);

    // Any tile with the collides property set to true (in Tiled) will be set to collide
    layer.setCollisionByProperty({ collides: true });

    // Impact collisions with the world work by using slope IDs. An ID of 0 is non-colliding, an ID
    // of 1 is a solid rectangle, an ID of 2 is a 45 degree upward slope, etc. Check out this visual
    // reference:
    // https://github.com/photonstorm/phaser3-examples/blob/master/public/assets/tilemaps/tiles/slopes.png

    // We need to construct a collision map (of slope IDs) in order to register collisions with a
    // tilemap layer. We can do this in one of two ways:

    // Method 1. If we assign the slope IDs as tile properties in Tiled's tileset editor, we can
    // load them by passing in the property name, e.g. impact-tilemap.json has a property on every
    // tile called "slope":
    this.impact.world.setCollisionMapFromTilemapLayer(layer, { slopeProperty: 'slope' });

    // Method 2. If we don't have slopes defined in Tiled, we can manually map tile index to slope
    // ID using an object:
    // var slopeMap = { 32: 1, 77: 1, 82: 1, 95: 24, 137: 2, 140: 24, 36: 2 };
    // this.impact.world.setCollisionMapFromTilemapLayer(layer, { slopeMap: slopeMap });

    // Note: the collision map is static! If you remove/change the colliding tiles, it will not be
    // updated.

    player = this.impact.add.image(64, 200, 'player');
    player.setMaxVelocity(300, 400).setFriction(800, 0);
    player.body.accelGround = 1200;
    player.body.accelAir = 600;
    player.body.jumpSpeed = 300;

    this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
    this.cameras.main.startFollow(player);

    cursors = this.input.keyboard.createCursorKeys();

    var help = this.add.text(16, 16, 'Arrow keys to move. Press "up" to jump.', {
        fontSize: '18px',
        fill: '#ffffff'
    });
    help.setScrollFactor(0);
}

function update (time, delta)
{
    var accel = player.body.standing ? player.body.accelGround : player.body.accelAir;

    if (cursors.left.isDown)
    {
        player.setAccelerationX(-accel);
    }
    else if (cursors.right.isDown)
    {
        player.setAccelerationX(accel);
    }
    else
    {
        player.setAccelerationX(0);
    }

    if (cursors.up.isDown && player.body.standing)
    {
        player.setVelocityY(-player.body.jumpSpeed);
    }
}