text: // map.getObjectLayer("Swing Locations").objects.forEach(swingObject => {
  //   const { x, y, polyline } = swingObject;
  //   const [startPoint, endPoint] = polyline;
  //   const length = Phaser.Math.Distance.Between(
  //     startPoint.x,
  //     startPoint.y,
  //     endPoint.x,
  //     endPoint.y
  //   );
  //   const { Constraint } = Phaser.Physics.Matter.Matter;
  //   const chain = this.add
  //     .tileSprite(x + startPoint.x, y + startPoint.y, 18, Math.round(length), "chain")
  //     .setOrigin(0.5, 0)
  //     .setDepth(-1);
  //   const platform = this.add.tileSprite(x + endPoint.x, y + endPoint.y, 64 * 3, 64, "block");
  //   this.matter.add
  //     .gameObject(platform, {
  //       restitution: 0,
  //       friction: 1,
  //       frictionStatic: 0,
  //       frictionAir: 0,
  //       density: 1,
  //       shape: "rectangle"
  //     })
  //     .setFixedRotation();
  //   const constraint = Constraint.create({
  //     pointA: { x: x + startPoint.x, y: y + startPoint.y },
  //     bodyB: platform.body,
  //     pointB: { x: 0, y: 0 }
  //   });
  //   this.events.on("update", () => {
  //     const angle = Phaser.Math.Angle.Between(chain.x, chain.y, platform.x, platform.y);
  //     chain.rotation = angle - Math.PI / 2;
  //   });
  //   this.matter.world.add(constraint);
  // });
  