text: Prop = function(game, x, y, scale, p_type, color){
  	Phaser.Sprite.call(this, game);
  	this.game = game;
  	this.x = x;
  	this.y = y;
  	this.color = color;
  	this.tile_scale = scale;
  	this.prop_type = null;
  	switch(p_type){
  		case "w":
  			this.prop_type = PROP_TYPES.wall;
  			break;
  		case "d":
  			this.prop_type = PROP_TYPES.door;
  			break;
  		case "D":
  			this.prop_type = PROP_TYPES.unlocked_door;
  			break;
  		case "0":
  			this.prop_type = PROP_TYPES.portal;
  			break;
  		case "*":
  			this.prop_type = PROP_TYPES.flame;
  			break;
  		case "_":
  			this.prop_type = PROP_TYPES.sticky;
  			break;
  		case "x":
  			this.prop_type = PROP_TYPES.deathOnLand;
  			break;
  	}
  	
  	this.scaleUpTween = this.game.add.tween(this.scale).to({ x: this.tile_scale * 2, y: this.tile_scale * 2}, 500, "Quart.easeOut");
  	this.scaleDownTween = this.game.add.tween(this.scale).to( { x: this.tile_scale, y: this.tile_scale}, 500, "Quart.easeOut");
  
  	
  	game.add.existing(this);
  	this.create();
  }
  
  Prop.prototype = Object.create(Phaser.Sprite.prototype);
  Prop.prototype.constructor = Prop;
  
  Prop.prototype.create = function() { 
  	this.square = this.game.add.sprite(0,0, this.prop_type.atlas, this.prop_type.sprite_name);
  	if(this.color){
  		this.square.tint = this.color;
  	}else{
  		this.square.tint = this.prop_type.sprite_color;
  	}
  	this.square.anchor.set(.5);
  	this.addChild(this.square);
  
  	this.square.alpha = this.prop_type.alpha ? this.prop_type.alpha : 1;
  
  	if(this.prop_type.blendMode){
  		this.square.blendMode = this.prop_type.blendMode;
  	}
  	this.scale.set(this.prop_type.scale);
  
  
  
  }
  Prop.prototype.destroy_me_good = function(){
  	this.current_tile.current_prop = null;
  	this.destroy;
  }
  // Prop.prototype.update = function() { 
  // 	// if(this.current_tile){
  // 	// 	this.x = this.current_tile.x;
  // 	// 	this.y = this.current_tile.y;
  // 	// }
  
  // }
  