text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
  * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
  *
  * @class Phaser.Image
  * @extends PIXI.Sprite
  * @extends Phaser.Component.Core
  * @extends Phaser.Component.Angle
  * @extends Phaser.Component.Animation
  * @extends Phaser.Component.AutoCull
  * @extends Phaser.Component.Bounds
  * @extends Phaser.Component.BringToTop
  * @extends Phaser.Component.Crop
  * @extends Phaser.Component.Destroy
  * @extends Phaser.Component.FixedToCamera
  * @extends Phaser.Component.InputEnabled
  * @extends Phaser.Component.LifeSpan
  * @extends Phaser.Component.LoadTexture
  * @extends Phaser.Component.Overlap
  * @extends Phaser.Component.Reset
  * @extends Phaser.Component.Smoothed
  * @constructor
  * @param {Phaser.Game} game - A reference to the currently running game.
  * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
  * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
  * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} [key] - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
  * @param {string|number} [frame] - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
  */
  Phaser.Image = function (game, x, y, key, frame) {
  
      x = x || 0;
      y = y || 0;
      key = key || null;
      frame = frame || null;
  
      /**
      * @property {number} type - The const type of this object.
      * @readonly
      */
      this.type = Phaser.IMAGE;
  
      PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
  
      Phaser.Component.Core.init.call(this, game, x, y, key, frame);
  
  };
  
  Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
  Phaser.Image.prototype.constructor = Phaser.Image;
  
  Phaser.Component.Core.install.call(Phaser.Image.prototype, [
      'Angle',
      'Animation',
      'AutoCull',
      'Bounds',
      'BringToTop',
      'Crop',
      'Destroy',
      'FixedToCamera',
      'InputEnabled',
      'LifeSpan',
      'LoadTexture',
      'Overlap',
      'Reset',
      'Smoothed'
  ]);
  
  Phaser.Image.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
  Phaser.Image.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
  
  /**
  * Automatically called by World.preUpdate.
  *
  * @method Phaser.Image#preUpdate
  * @memberof Phaser.Image
  */
  Phaser.Image.prototype.preUpdate = function() {
  
      if (!this.preUpdateInWorld())
      {
          return false;
      }
  
      return this.preUpdateCore();
  
  };
  