text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var AnimationComponent = require('../../gameobjects/components/Animation');
  var Class = require('../../utils/Class');
  var Components = require('./components');
  var GameObject = require('../../gameobjects/GameObject');
  var GetFastValue = require('../../utils/object/GetFastValue');
  var Pipeline = require('../../gameobjects/components/Pipeline');
  var Sprite = require('../../gameobjects/sprite/Sprite');
  var Vector2 = require('../../math/Vector2');
  
  /**
   * @classdesc
   * A Matter Physics Sprite Game Object.
   *
   * A Sprite Game Object is used for the display of both static and animated images in your game.
   * Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
   * and animated.
   *
   * The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
   * As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
   * Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
   *
   * @class Sprite
   * @extends Phaser.GameObjects.Sprite
   * @memberof Phaser.Physics.Matter
   * @constructor
   * @since 3.0.0
   *
   * @extends Phaser.Physics.Matter.Components.Bounce
   * @extends Phaser.Physics.Matter.Components.Collision
   * @extends Phaser.Physics.Matter.Components.Force
   * @extends Phaser.Physics.Matter.Components.Friction
   * @extends Phaser.Physics.Matter.Components.Gravity
   * @extends Phaser.Physics.Matter.Components.Mass
   * @extends Phaser.Physics.Matter.Components.Sensor
   * @extends Phaser.Physics.Matter.Components.SetBody
   * @extends Phaser.Physics.Matter.Components.Sleep
   * @extends Phaser.Physics.Matter.Components.Static
   * @extends Phaser.Physics.Matter.Components.Transform
   * @extends Phaser.Physics.Matter.Components.Velocity
   * @extends Phaser.GameObjects.Components.Alpha
   * @extends Phaser.GameObjects.Components.BlendMode
   * @extends Phaser.GameObjects.Components.Depth
   * @extends Phaser.GameObjects.Components.Flip
   * @extends Phaser.GameObjects.Components.GetBounds
   * @extends Phaser.GameObjects.Components.Origin
   * @extends Phaser.GameObjects.Components.Pipeline
   * @extends Phaser.GameObjects.Components.ScaleMode
   * @extends Phaser.GameObjects.Components.ScrollFactor
   * @extends Phaser.GameObjects.Components.Size
   * @extends Phaser.GameObjects.Components.Texture
   * @extends Phaser.GameObjects.Components.Tint
   * @extends Phaser.GameObjects.Components.Transform
   * @extends Phaser.GameObjects.Components.Visible
   *
   * @param {Phaser.Physics.Matter.World} world - [description]
   * @param {number} x - The horizontal position of this Game Object in the world.
   * @param {number} y - The vertical position of this Game Object in the world.
   * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
   * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
   * @param {object} [options={}] - Matter.js configuration object.
   */
  var MatterSprite = new Class({
  
      Extends: Sprite,
  
      Mixins: [
          Components.Bounce,
          Components.Collision,
          Components.Force,
          Components.Friction,
          Components.Gravity,
          Components.Mass,
          Components.Sensor,
          Components.SetBody,
          Components.Sleep,
          Components.Static,
          Components.Transform,
          Components.Velocity,
          Pipeline
      ],
  
      initialize:
  
      function MatterSprite (world, x, y, texture, frame, options)
      {
          GameObject.call(this, world.scene, 'Image');
  
          this.anims = new AnimationComponent(this);
  
          this.setTexture(texture, frame);
          this.setSizeToFrame();
          this.setOrigin();
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Matter.Sprite#world
           * @type {Phaser.Physics.Matter.World}
           * @since 3.0.0
           */
          this.world = world;
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Matter.Sprite#_tempVec2
           * @type {Phaser.Math.Vector2}
           * @private
           * @since 3.0.0
           */
          this._tempVec2 = new Vector2(x, y);
  
          var shape = GetFastValue(options, 'shape', null);
  
          if (shape)
          {
              this.setBody(shape, options);
          }
          else
          {
              this.setRectangle(this.width, this.height, options);
          }
  
          this.setPosition(x, y);
  
          this.initPipeline('TextureTintPipeline');
      }
  
  });
  
  module.exports = MatterSprite;
  