text: /*global Phaser*/
  
  var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
  var platforms;
  var player;
  var cursors;
  var stars;
  var score = 0;
  var scoreText;
  
  function preload() {
      game.load.image('sky', 'assets/sky.png');
      game.load.image('ground', 'assets/platform.png');
      game.load.image('star', 'assets/star.png');
      game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
  }
  
  function create() {
        // We are going to be using physics, so enable the Arcade Physics system
        game.physics.startSystem(Phaser.Physics.ARCADE);
      // A simple background for our game
       game.add.sprite(0, 0, 'sky');
       game.add.sprite(0, 0, 'star');
       // The platforms group contains the ground and the 2 ledges we can jump on
       platforms = game.add.group();
       // We will enable physics for any object that is created in this group
       platforms.enableBody = true;
       // Here we create the ground.
       var ground = platforms.create(0, game.world.height - 64, 'ground');
       // Scale it to fit the width of the game  (the original sprite is 400x32 in size)
       ground.scale.setTo(2, 2);
       // This stops it from falling away when you jump on it
       ground.body.immovable = true;
       var ledge = platforms.create(500, 300, 'ground');
       ledge.body.immovable = true;
       var ledge = platforms.create(100, 400, 'ground');
        ledge.body.immovable = true;
        // The player and its settings
        player = game.add.sprite(32, game.world.height - 150, 'dude');
        // We need to enable physics on the player
        game.physics.arcade.enable(player);
        // Player physics properties. Give the little guy a slight bounce.
        player.body.bounce.y = 1;
        player.body.gravity.y = 54;
        player.body.collideWorldBounds = true;
        // Our two animations, walking left and right.
        player.animation.add('left', [0, 1 , 2, 3], 10, true);
        player.animation.add('right', [5, 6, 7, 8], 10, true);
      
      
      
      
        cursors = game.input.keyboard.createCursorKeys();
      
        stars = game.add.group();
        
        stars.enableBody = true;
        
      //   Here we'll create 12 of them evenly spaced apart
        for (var i = 0; i < 12; i++)
        {
            //Create a star inside of the 'stars' group
            var star = stars.create(i * 70, 0, 'star');
            
            //Let gravity do its thing
            star.body.gravity.y = 6;
            
            //This just gives each star a slightly random bounce value
            star.body.bounce.y = 0.7 + Math.random() * 0.2;
        }
        scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000'});
  }
  
  function update() {
      
      // Collide the player and the stars with the platforms
      var hitPlatform = game.physics.arcade.collide(player, platforms);
      // Reset the players velocity (movement)
      player.body.velocity.x = 0;
      
      if (cursors.left.isDown)
      {
          // Move to the left
          player.body.velocity.x = -150;
          
          player.animations.play('left');
      }
      else if (cursors.right.isDown)
      {
          // Move to the right
          player.body.velocity.x = 150;
          
          player.animations.play('right');
      }
      else
      {
          //stand still
          player.animations.stop();
          
          player.frame = 4;
      }
      
      // Allow the player to jump if they are touching the ground.
      if (cursors.up.isDown && player.body.touching.down && hitPlatform)
     
     
      {
          player.body.velocity.y = -350;
      }
          game.physics.arcade.collide(stars, platforms);
          game.physics.arcade.overlap(player, stars, collectStar, null, this);
      
      
  }
  
  function collectStar (player, star) {
          
          //Removes the star from the screen
          star.kill();
      }