text: import Phaser from 'phaser';
  
  var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'game-div',
    createDOMContainer: true,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: {
        preload: preload,
        create: create,
        update: update
    }
  };
  
  var player;
  var stars;
  var bombs;
  var platforms;
  var cursors;
  var score = 0;
  var gameOver = false;
  var scoreText;
  
  export function createGame() {
    return new Phaser.Game(config);
  }
  
  function preload ()
  {
    this.load.image('sky', 'assets/sky.png');
    this.load.image('ground', 'assets/platform.png');
    this.load.image('star', 'assets/star.png');
    this.load.image('bomb', 'assets/bomb.png');
    this.load.spritesheet('dude', 'assets/stipan_01@0,5x.png', { frameWidth: 50, frameHeight: 104 });
  }
  
  function create ()
  {
    //  A simple background for our game
    this.add.image(400, 300, 'sky');
  
    //  The platforms group contains the ground and the 2 ledges we can jump on
    platforms = this.physics.add.staticGroup();
  
    //  Here we create the ground.
    //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
    platforms.create(400, 568, 'ground').setScale(2).refreshBody();
  
    //  Now let's create some ledges
    platforms.create(600, 400, 'ground');
    platforms.create(50, 250, 'ground');
    platforms.create(750, 220, 'ground');
  
    // The player and its settings
    player = this.physics.add.sprite(100, 450, 'dude');
  
    //  Player physics properties. Give the little guy a slight bounce.
    player.setBounce(0.2);
    player.setCollideWorldBounds(true);
  
    //  Our player animations, turning, walking left and walking right.
    this.anims.create({
        key: 'left',
        frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
        frameRate: 10,
        repeat: -1
    });
  
    this.anims.create({
        key: 'turn',
        frames: [ { key: 'dude', frame: 11 } ],
        frameRate: 20
    });
  
    this.anims.create({
        key: 'right',
        frames: this.anims.generateFrameNumbers('dude', { start: 12, end: 15 }),
        frameRate: 10,
        repeat: -1
    });
  
    //  Input Events
    cursors = this.input.keyboard.createCursorKeys();
  
    //  Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
    stars = this.physics.add.group({
        key: 'star',
        repeat: 11,
        setXY: { x: 12, y: 0, stepX: 70 }
    });
  
    stars.children.iterate(function (child) {
  
        //  Give each star a slightly different bounce
        child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
  
    });
  
    bombs = this.physics.add.group();
  
    //  The score
    scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
  
    //  Collide the player and the stars with the platforms
    this.physics.add.collider(player, platforms);
    this.physics.add.collider(stars, platforms);
    this.physics.add.collider(bombs, platforms);
  
    //  Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
    this.physics.add.overlap(player, stars, collectStar, null, this);
  
    this.physics.add.collider(player, bombs, hitBomb, null, this);
  }
  
  function update ()
  {
    if (gameOver)
    {
        return;
    }
  
    if (cursors.left.isDown)
    {
        player.setVelocityX(-160);
  
        player.anims.play('left', true);
    }
    else if (cursors.right.isDown)
    {
        player.setVelocityX(160);
  
        player.anims.play('right', true);
    }
    else
    {
        player.setVelocityX(0);
  
        player.anims.play('turn');
    }
  
    if (cursors.up.isDown && player.body.touching.down)
    {
        player.setVelocityY(-330);
    }
  }
  
  function collectStar (player, star)
  {
    star.disableBody(true, true);
  
    //  Add and update the score
    score += 10;
    scoreText.setText('Score: ' + score);
  
    if (stars.countActive(true) === 0)
    {
        //  A new batch of stars to collect
        stars.children.iterate(function (child) {
  
            child.enableBody(true, child.x, 0, true, true);
  
        });
  
        var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
  
        var bomb = bombs.create(x, 16, 'bomb');
        bomb.setBounce(1);
        bomb.setCollideWorldBounds(true);
        bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
        bomb.allowGravity = false;
  
    }
  }
  
  function hitBomb (player, bomb)
  {
    this.physics.pause();
  
    player.setTint(0xff0000);
  
    player.anims.play('turn');
  
    gameOver = true;
  }