text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2019 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var BuildGameObject = require('../BuildGameObject');
  var BuildGameObjectAnimation = require('../BuildGameObjectAnimation');
  var GameObjectCreator = require('../GameObjectCreator');
  var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
  var Sprite = require('./Sprite');
  
  /**
   * @typedef {object} SpriteConfig
   * @extends GameObjectConfig
   *
   * @property {string} [key] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
   * @property {(number|string)} [frame] - An optional frame from the Texture this Game Object is rendering with.
   */
  
  /**
   * Creates a new Sprite Game Object and returns it.
   *
   * Note: This method will only be available if the Sprite Game Object has been built into Phaser.
   *
   * @method Phaser.GameObjects.GameObjectCreator#sprite
   * @since 3.0.0
   *
   * @param {SpriteConfig} config - The configuration object this Game Object will use to create itself.
   * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
   *
   * @return {Phaser.GameObjects.Sprite} The Game Object that was created.
   */
  GameObjectCreator.register('sprite', function (config, addToScene)
  {
      if (config === undefined) { config = {}; }
  
      var key = GetAdvancedValue(config, 'key', null);
      var frame = GetAdvancedValue(config, 'frame', null);
  
      var sprite = new Sprite(this.scene, 0, 0, key, frame);
  
      if (addToScene !== undefined)
      {
          config.add = addToScene;
      }
  
      BuildGameObject(this.scene, sprite, config);
  
      //  Sprite specific config options:
  
      BuildGameObjectAnimation(sprite, config);
  
      return sprite;
  });
  