text: import Phaser from 'phaser';
  
  var player;
  var stars;
  var bombs;
  var platforms;
  var cursors;
  var score = 0;
  var gameOver = false;
  var scoreText;
  
  export default class GameScene extends Phaser.Scene {
    constructor () {
      super('Game');
    }
  
    preload ()
  {
      this.load.image('bg3', 'assets/bg3.jpg');
      this.load.image('ground', 'assets/platform6.png');
      this.load.image('star', 'assets/star.png');
      this.load.image('bomb', 'assets/bomb.png');
      this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 });
  }
  
  create ()
  {
      //  A simple background for our game
      this.add.image(400, 300, 'bg3');
  
      //  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: 4 } ],
          frameRate: 20
      });
  
      this.anims.create({
          key: 'right',
          frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
          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, this.collectStar, null, this);
  
      this.physics.add.collider(player, bombs, this.hitBomb, null, this);
  }
  
  update () {
      if (gameOver)
      {
          gameOver = false;
          localStorage.setItem('score', score);
          this.scene.start('SubmitScore');
          
      }
  
      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);
      }
  }
  
  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;
  
      }
  }
  
  hitBomb (player, bomb)
  {
      this.physics.pause();
  
      player.setTint(0xff0000);
  
      player.anims.play('turn');
  
      gameOver = true;
  
  }
  };
  