text: var BasicGame = {
    SEA_SCROLL_SPEED: 12,
    PLAYER_SPEED: 300,
    ENEMY_MIN_Y_VELOCITY: 30,
    ENEMY_MAX_Y_VELOCITY: 60,
    SHOOTER_MIN_VELOCITY: 30,
    SHOOTER_MAX_VELOCITY: 80,
    BOSS_Y_VELOCITY: 15,
    BOSS_X_VELOCITY: 200,
    BULLET_VELOCITY: 500,
    ENEMY_BULLET_VELOCITY: 150,
    POWERUP_VELOCITY: 100,
  
    SPAWN_ENEMY_DELAY: Phaser.Timer.SECOND,
    SPAWN_SHOOTER_DELAY: Phaser.Timer.SECOND * 3,
  
    SHOT_DELAY: Phaser.Timer.SECOND * 0.1,
    SHOOTER_SHOT_DELAY: Phaser.Timer.SECOND * 2,
    BOSS_SHOT_DELAY: Phaser.Timer.SECOND,
  
    ENEMY_HEALTH: 2,
    SHOOTER_HEALTH: 5,
    BOSS_HEALTH: 500,
  
    BULLET_DAMAGE: 1,
    CRASH_DAMAGE: 5,
  
    ENEMY_REWARD: 100,
    SHOOTER_REWARD: 400,
    BOSS_REWARD: 10000,
    POWERUP_REWARD: 100,
  
    ENEMY_DROP_RATE: 0.3,
    SHOOTER_DROP_RATE: 0.5,
    BOSS_DROP_RATE: 0,
  
    PLAYER_EXTRA_LIVES: 3,
    PLAYER_GHOST_TIME: Phaser.Timer.SECOND * 3,
  
    INSTRUCTION_EXPIRE: Phaser.Timer.SECOND * 10,
    RETURN_MESSAGE_DELAY: Phaser.Timer.SECOND * 2
  };
  
  BasicGame.Boot = function (game) {
  
  };
  
  BasicGame.Boot.prototype = {
  
    init: function () {
  
      //  Unless you specifically know your game needs to support multi-touch I would recommend setting this to 1
      this.input.maxPointers = 1;
  
      //  Phaser will automatically pause if the browser tab the game is in loses focus. You can disable that here:
      // this.stage.disableVisibilityChange = true;
  
      if (this.game.device.desktop) {
        //  If you have any desktop specific settings, they can go in here
      } else {
        //  Same goes for mobile settings.
        //  In this case we're saying "scale the game, no lower than 480x260 and no higher than 1024x768"
        this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
        this.scale.setMinMax(480, 260, 1024, 768);
        this.scale.forceLandscape = true;
      }
      this.scale.pageAlignHorizontally = true;
      this.scale.pageAlignVertically = true;
    },
  
    preload: function () {
  
      //  Here we load the assets required for our preloader (in this case a loading bar)
      this.load.image('preloaderBar', 'preloader-bar.png');
  
    },
  
    create: function () {
  
      //  By this point the preloader assets have loaded to the cache, we've set the game settings
      //  So now let's start the real preloader going
      this.state.start('Preloader');
  
    }
  
  };
  