text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2020 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  var Class = require('../../utils/Class');
  var Components = require('./components');
  var Image = require('../../gameobjects/image/Image');
  
  /**
   * @classdesc
   * An Impact Physics Image Game Object.
   * 
   * An Image is a light-weight Game Object useful for the display of static images in your game,
   * such as logos, backgrounds, scenery or other non-animated elements. Images can have input
   * events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
   * Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
   *
   * @class ImpactImage
   * @extends Phaser.GameObjects.Image
   * @memberof Phaser.Physics.Impact
   * @constructor
   * @since 3.0.0
   *
   * @extends Phaser.Physics.Impact.Components.Acceleration
   * @extends Phaser.Physics.Impact.Components.BodyScale
   * @extends Phaser.Physics.Impact.Components.BodyType
   * @extends Phaser.Physics.Impact.Components.Bounce
   * @extends Phaser.Physics.Impact.Components.CheckAgainst
   * @extends Phaser.Physics.Impact.Components.Collides
   * @extends Phaser.Physics.Impact.Components.Debug
   * @extends Phaser.Physics.Impact.Components.Friction
   * @extends Phaser.Physics.Impact.Components.Gravity
   * @extends Phaser.Physics.Impact.Components.Offset
   * @extends Phaser.Physics.Impact.Components.SetGameObject
   * @extends Phaser.Physics.Impact.Components.Velocity
   * @extends Phaser.GameObjects.Components.Alpha
   * @extends Phaser.GameObjects.Components.BlendMode
   * @extends Phaser.GameObjects.Components.Depth
   * @extends Phaser.GameObjects.Components.Flip
   * @extends Phaser.GameObjects.Components.GetBounds
   * @extends Phaser.GameObjects.Components.Origin
   * @extends Phaser.GameObjects.Components.Pipeline
   * @extends Phaser.GameObjects.Components.ScrollFactor
   * @extends Phaser.GameObjects.Components.Size
   * @extends Phaser.GameObjects.Components.Texture
   * @extends Phaser.GameObjects.Components.Tint
   * @extends Phaser.GameObjects.Components.Transform
   * @extends Phaser.GameObjects.Components.Visible
   *
   * @param {Phaser.Physics.Impact.World} world - The physics world of the Impact physics system.
   * @param {number} x - The horizontal position of this Game Object in the world.
   * @param {number} y - The vertical position of this Game Object in the world.
   * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
   * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
   */
  var ImpactImage = new Class({
  
      Extends: Image,
  
      Mixins: [
          Components.Acceleration,
          Components.BodyScale,
          Components.BodyType,
          Components.Bounce,
          Components.CheckAgainst,
          Components.Collides,
          Components.Debug,
          Components.Friction,
          Components.Gravity,
          Components.Offset,
          Components.SetGameObject,
          Components.Velocity
      ],
  
      initialize:
  
      function ImpactImage (world, x, y, texture, frame)
      {
          Image.call(this, world.scene, x, y, texture, frame);
  
          /**
           * The Physics Body linked to an ImpactImage.
           *
           * @name Phaser.Physics.Impact.ImpactImage#body
           * @type {Phaser.Physics.Impact.Body}
           * @since 3.0.0
           */
          this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height);
  
          this.body.parent = this;
          this.body.gameObject = this;
  
          /**
           * The size of the physics Body.
           *
           * @name Phaser.Physics.Impact.ImpactImage#size
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.size = this.body.size;
  
          /**
           * The X and Y offset of the Body from the left and top of the Image.
           *
           * @name Phaser.Physics.Impact.ImpactImage#offset
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.offset = this.body.offset;
  
          /**
           * The velocity, or rate of change the Body's position. Measured in pixels per second.
           *
           * @name Phaser.Physics.Impact.ImpactImage#vel
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.vel = this.body.vel;
  
          /**
           * The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
           *
           * @name Phaser.Physics.Impact.ImpactImage#accel
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.accel = this.body.accel;
  
          /**
           * Friction between colliding bodies.
           *
           * @name Phaser.Physics.Impact.ImpactImage#friction
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.friction = this.body.friction;
  
          /**
           * The maximum velocity of the body.
           *
           * @name Phaser.Physics.Impact.ImpactImage#maxVel
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.maxVel = this.body.maxVel;
      }
  
  });
  
  module.exports = ImpactImage;
  