text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var Class = require('../../utils/Class');
  var Components = require('./components');
  var Sprite = require('../../gameobjects/sprite/Sprite');
  
  /**
   * @classdesc
   * An Impact Physics Sprite Game Object.
   *
   * A Sprite Game Object is used for the display of both static and animated images in your game.
   * Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
   * and animated.
   *
   * The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
   * As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
   * Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
   *
   * @class ImpactSprite
   * @extends Phaser.GameObjects.Sprite
   * @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.ScaleMode
   * @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 - [description]
   * @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 ImpactSprite = new Class({
  
      Extends: Sprite,
  
      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 ImpactSprite (world, x, y, texture, frame)
      {
          Sprite.call(this, world.scene, x, y, texture, frame);
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Impact.ImpactSprite#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;
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Impact.ImpactSprite#size
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.size = this.body.size;
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Impact.ImpactSprite#offset
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.offset = this.body.offset;
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Impact.ImpactSprite#vel
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.vel = this.body.vel;
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Impact.ImpactSprite#accel
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.accel = this.body.accel;
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Impact.ImpactSprite#friction
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.friction = this.body.friction;
  
          /**
           * [description]
           *
           * @name Phaser.Physics.Impact.ImpactSprite#maxVel
           * @type {{x: number, y: number}}
           * @since 3.0.0
           */
          this.maxVel = this.body.maxVel;
      }
  
  });
  
  module.exports = ImpactSprite;
  