text: var config = {
      type: Phaser.AUTO,
      width: 800,
      height: 600,
      parent: 'phaser-example',
      physics: {
          default: 'arcade',
          arcade: { debug: false }
      },
      scene: {
          preload: preload,
          create: create,
          update: update
      }
  };
  
  new Phaser.Game(config);
  
  function preload ()
  {
      this.load.image('block', 'assets/sprites/block.png');
      this.load.image('cursor', 'assets/sprites/drawcursor.png');
  }
  
  var group;
  var gfx;
  
  function create ()
  {
      group = this.physics.add.group({
          defaultKey: 'block',
          bounceX: 1,
          bounceY: 1,
          collideWorldBounds: true
      });
  
      group.create(100, 200).setVelocity(100, 200);
      group.create(500, 200).setVelocity(-100, -100);
      group.create(300, 400).setVelocity(60, 100);
      group.create(600, 300).setVelocity(-30, -50);
  
      gfx = this.add.graphics();
  
      var cursor = this.add.image(0, 0, 'cursor').setVisible(false);
  
      // Loads the spatial tree
      this.physics.world.step(0);
  
      this.input.on('pointermove', function (pointer)
      {
          cursor.setVisible(true).setPosition(pointer.x, pointer.y);
      });
  
  }
  
  function update () {
      var pointer = this.input.activePointer;
      var closest = this.physics.closest(pointer);
      var furthest = this.physics.furthest(pointer);
  
      gfx.clear()
          .lineStyle(2, 0xff3300)
          .lineBetween(closest.x, closest.y, pointer.x, pointer.y)
          .lineStyle(2, 0x0099ff)
          .lineBetween(furthest.x, furthest.y, pointer.x, pointer.y);
  }
  