text: Phaser.Physics.Arcade.Body = function (sprite) {
  
  	this.sprite = sprite;
  	this.game = sprite.game;
  
  	this.offset = new Phaser.Point;
  
  	this.x = sprite.x;
  	this.y = sprite.y;
  
  	//	un-scaled original size
  	this.sourceWidth = sprite.currentFrame.sourceSizeW;
  	this.sourceHeight = sprite.currentFrame.sourceSizeH;
  
  	//	calculated (scaled) size
  	this.width = sprite.currentFrame.sourceSizeW;
  	this.height = sprite.currentFrame.sourceSizeH;
  	this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
  	this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
  
  	//	Scale value cache
  	this._sx = sprite.scale.x;
  	this._sy = sprite.scale.y;
  
      this.velocity = new Phaser.Point;
      this.acceleration = new Phaser.Point;
      this.drag = new Phaser.Point;
      this.gravity = new Phaser.Point;
      this.bounce = new Phaser.Point;
      this.maxVelocity = new Phaser.Point(10000, 10000);
  
      this.angularVelocity = 0;
      this.angularAcceleration = 0;
      this.angularDrag = 0;
      this.maxAngular = 1000;
      this.mass = 1;
  
      this.quadTreeIDs = [];
      this.quadTreeIndex = -1;
  
      //	Allow collision
      this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
      this.touching = { none: true, up: false, down: false, left: false, right: false };
      this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
  
      this.immovable = false;
      this.moves = true;
      this.rotation = 0;
      this.allowRotation = true;
      this.allowGravity = true;
  
      //	These two flags allow you to disable the custom separation that takes place
      //	Used in combination with your own collision processHandler you can create whatever
      //	type of collision response you need.
      this.customSeparateX = false;
      this.customSeparateY = false;
  
      //	When this body collides with another the amount of overlap is stored in here
      //	These values are useful if you want to provide your own custom separation logic.
      this.overlapX = 0;
      this.overlapY = 0;
  
      this.collideWorldBounds = false;
  
  	this.lastX = sprite.x;
  	this.lastY = sprite.y;
  
  };
  
  Phaser.Physics.Arcade.Body.prototype = {
  
  	updateBounds: function (centerX, centerY, scaleX, scaleY) {
  
  		if (scaleX != this._sx || scaleY != this._sy)
  		{
  			this.width = this.sourceWidth * scaleX;
  			this.height = this.sourceHeight * scaleY;
  			this.halfWidth = Math.floor(this.width / 2);
  			this.halfHeight = Math.floor(this.height / 2);
  			this._sx = scaleX;
  			this._sy = scaleY;
  		}
  
  	},
  
  	update: function () {
  
  		//	Store and reset collision flags
  	    this.wasTouching.none = this.touching.none;
  	    this.wasTouching.up = this.touching.up;
  	    this.wasTouching.down = this.touching.down;
  	    this.wasTouching.left = this.touching.left;
  	    this.wasTouching.right = this.touching.right;
  
  	    this.touching.none = true;
  	    this.touching.up = false;
  	    this.touching.down = false;
  	    this.touching.left = false;
  	    this.touching.right = false;
  
  		this.lastX = this.x;
  		this.lastY = this.y;
  		this.rotation = this.sprite.angle;
  
  		this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
  		this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
  
  		if (this.moves)
  		{
  			this.game.physics.updateMotion(this);
  		}
  
  		if (this.collideWorldBounds)
  		{
  			this.checkWorldBounds();
  		}
  
  		if (this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
  		{
  		    this.quadTreeIDs = [];
  		    this.quadTreeIndex = -1;
  			this.game.physics.quadTree.insert(this);
  		}
  
  		//	Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
  		this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
  		this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
  
  		if (this.allowRotation)
  		{
  			this.sprite.angle = this.rotation;
  		}
  
  	},
  
  	postUpdate: function () {
  
  		this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
  		this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
  
  		if (this.allowRotation)
  		{
  			this.sprite.angle = this.rotation;
  		}
  
  	},
  
  	checkWorldBounds: function () {
  
  		if (this.x < this.game.world.bounds.x)
  		{
  			this.x = this.game.world.bounds.x;
  			this.velocity.x *= -this.bounce.x;
  		}
  		else if (this.right > this.game.world.bounds.right)
  		{
  			this.x = this.game.world.bounds.right - this.width;
  			this.velocity.x *= -this.bounce.x;
  		}
  
  		if (this.y < this.game.world.bounds.y)
  		{
  			this.y = this.game.world.bounds.y;
  			this.velocity.y *= -this.bounce.y;
  		}
  		else if (this.bottom > this.game.world.bounds.bottom)
  		{
  			this.y = this.game.world.bounds.bottom - this.height;
  			this.velocity.y *= -this.bounce.y;
  		}
  
  	},
  
  	setSize: function (width, height, offsetX, offsetY) {
  
  		offsetX = offsetX || this.offset.x;
  		offsetY = offsetY || this.offset.y;
  
  		this.sourceWidth = width;
  		this.sourceHeight = height;
  		this.width = this.sourceWidth * this._sx;
  		this.height = this.sourceHeight * this._sy;
  		this.halfWidth = Math.floor(this.width / 2);
  		this.halfHeight = Math.floor(this.height / 2);
  		this.offset.setTo(offsetX, offsetY);
  
  	},
  
  	reset: function () {
  
  		this.velocity.setTo(0, 0);
  		this.acceleration.setTo(0, 0);
  
  	    this.angularVelocity = 0;
  	    this.angularAcceleration = 0;
  
  		this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
  		this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
  		this.lastX = this.x;
  		this.lastY = this.y;
  
  	},
  
      deltaAbsX: function () {
          return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
      },
  
      deltaAbsY: function () {
          return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
      },
  
      deltaX: function () {
          return this.x - this.lastX;
      },
  
      deltaY: function () {
          return this.y - this.lastY;
      }
  
  };
  
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
      
      /**
      * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
      * @method bottom
      * @return {Number}
      **/
      get: function () {
          return this.y + this.height;
      },
  
      /**
      * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
      * @method bottom
      * @param {Number} value
      **/    
      set: function (value) {
  
          if (value <= this.y)
          {
              this.height = 0;
          }
          else
          {
              this.height = (this.y - value);
          }
          
      }
  
  });
  
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
      
      /**
      * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
      * However it does affect the width property.
      * @method right
      * @return {Number}
      **/    
      get: function () {
          return this.x + this.width;
      },
  
      /**
      * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
      * However it does affect the width property.
      * @method right
      * @param {Number} value
      **/
      set: function (value) {
  
          if (value <= this.x)
          {
              this.width = 0;
          }
          else
          {
              this.width = this.x + value;
          }
  
      }
  
  });
  