text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
  * the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
  *
  * @class Phaser.Physics.Arcade.Body
  * @constructor
  * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
  */
  Phaser.Physics.Arcade.Body = function (sprite) {
  
      /**
      * @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
      */
      this.sprite = sprite;
  
      /**
      * @property {Phaser.Game} game - Local reference to game.
      */
      this.game = sprite.game;
  
      /**
      * @property {number} type - The type of physics system this body belongs to.
      */
      this.type = Phaser.Physics.ARCADE;
  
      /**
      * @property {boolean} enable - A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
      * @default
      */
      this.enable = true;
  
      /**
      * If `true` this Body is using circular collision detection. If `false` it is using rectangular.
      * Use `Body.setCircle` to control the collision shape this Body uses.
      * @property {boolean} isCircle
      * @default
      * @readOnly
      */
      this.isCircle = false;
  
      /**
      * The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.
      * If you wish to change the radius then call `setCircle` again with the new value.
      * If you wish to stop the Body using a circle then call `setCircle` with a radius of zero (or undefined).
      * @property {number} radius
      * @default
      * @readOnly
      */
      this.radius = 0;
  
      /**
      * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
      */
      this.offset = new Phaser.Point();
  
      /**
      * @property {Phaser.Point} position - The position of the physics body.
      * @readonly
      */
      this.position = new Phaser.Point(sprite.x, sprite.y);
  
      /**
      * @property {Phaser.Point} prev - The previous position of the physics body.
      * @readonly
      */
      this.prev = new Phaser.Point(this.position.x, this.position.y);
  
      /**
      * @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)
      * @default
      */
      this.allowRotation = true;
  
      /**
      * The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Body
      * itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.
      * @property {number} rotation
      */
      this.rotation = sprite.angle;
  
      /**
      * @property {number} preRotation - The previous rotation of the physics body.
      * @readonly
      */
      this.preRotation = sprite.angle;
  
      /**
      * @property {number} width - The calculated width of the physics body.
      * @readonly
      */
      this.width = sprite.width;
  
      /**
      * @property {number} height - The calculated height of the physics body.
      * @readonly
      */
      this.height = sprite.height;
  
      /**
      * @property {number} sourceWidth - The un-scaled original size.
      * @readonly
      */
      this.sourceWidth = sprite.width;
  
      /**
      * @property {number} sourceHeight - The un-scaled original size.
      * @readonly
      */
      this.sourceHeight = sprite.height;
  
      if (sprite.texture)
      {
          this.sourceWidth = sprite.texture.frame.width;
          this.sourceHeight = sprite.texture.frame.height;
      }
  
      /**
      * @property {number} halfWidth - The calculated width / 2 of the physics body.
      * @readonly
      */
      this.halfWidth = Math.abs(sprite.width / 2);
  
      /**
      * @property {number} halfHeight - The calculated height / 2 of the physics body.
      * @readonly
      */
      this.halfHeight = Math.abs(sprite.height / 2);
  
      /**
      * @property {Phaser.Point} center - The center coordinate of the Physics Body.
      * @readonly
      */
      this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight);
  
      /**
      * @property {Phaser.Point} velocity - The velocity, or rate of change in speed of the Body. Measured in pixels per second.
      */
      this.velocity = new Phaser.Point();
  
      /**
      * @property {Phaser.Point} newVelocity - The new velocity. Calculated during the Body.preUpdate and applied to its position.
      * @readonly
      */
      this.newVelocity = new Phaser.Point();
  
      /**
      * @property {Phaser.Point} deltaMax - The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.
      */
      this.deltaMax = new Phaser.Point();
  
      /**
      * @property {Phaser.Point} acceleration - The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
      */
      this.acceleration = new Phaser.Point();
  
      /**
      * @property {Phaser.Point} drag - The drag applied to the motion of the Body.
      */
      this.drag = new Phaser.Point();
  
      /**
      * @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local.
      * @default
      */
      this.allowGravity = true;
  
      /**
      * @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.
      */
      this.gravity = new Phaser.Point();
  
      /**
      * @property {Phaser.Point} bounce - The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
      */
      this.bounce = new Phaser.Point();
  
      /**
      * The elasticity of the Body when colliding with the World bounds.
      * By default this property is `null`, in which case `Body.bounce` is used instead. Set this property
      * to a Phaser.Point object in order to enable a World bounds specific bounce value.
      * @property {Phaser.Point} worldBounce
      */
      this.worldBounce = null;
  
      /**
      * A Signal that is dispatched when this Body collides with the world bounds.
      * Due to the potentially high volume of signals this could create it is disabled by default.
      * To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()`
      * and it will be called when a collision happens, passing five arguments:
      * `onWorldBounds(sprite, up, down, left, right)`
      * where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans
      * indicating on which side of the world the Body collided.
      * @property {Phaser.Signal} onWorldBounds
      */
      this.onWorldBounds = null;
  
      /**
      * A Signal that is dispatched when this Body collides with another Body.
      * 
      * You still need to call `game.physics.arcade.collide` in your `update` method in order
      * for this signal to be dispatched.
      *
      * Usually you'd pass a callback to the `collide` method, but this signal provides for
      * a different level of notification.
      * 
      * Due to the potentially high volume of signals this could create it is disabled by default.
      * 
      * To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()`
      * and it will be called when a collision happens, passing two arguments: the sprites which collided.
      * The first sprite in the argument is always the owner of this Body.
      * 
      * If two Bodies with this Signal set collide, both will dispatch the Signal.
      * @property {Phaser.Signal} onCollide
      */
      this.onCollide = null;
  
      /**
      * A Signal that is dispatched when this Body overlaps with another Body.
      * 
      * You still need to call `game.physics.arcade.overlap` in your `update` method in order
      * for this signal to be dispatched.
      *
      * Usually you'd pass a callback to the `overlap` method, but this signal provides for
      * a different level of notification.
      * 
      * Due to the potentially high volume of signals this could create it is disabled by default.
      * 
      * To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()`
      * and it will be called when a collision happens, passing two arguments: the sprites which collided.
      * The first sprite in the argument is always the owner of this Body.
      * 
      * If two Bodies with this Signal set collide, both will dispatch the Signal.
      * @property {Phaser.Signal} onOverlap
      */
      this.onOverlap = null;
  
      /**
      * @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
      * @default
      */
      this.maxVelocity = new Phaser.Point(10000, 10000);
  
      /**
      * @property {Phaser.Point} friction - The amount of movement that will occur if another object 'rides' this one.
      */
      this.friction = new Phaser.Point(1, 0);
  
      /**
      * @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.
      * @default
      */
      this.angularVelocity = 0;
  
      /**
      * @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.
      * @default
      */
      this.angularAcceleration = 0;
  
      /**
      * @property {number} angularDrag - The drag applied during the rotation of the Body. Measured in degrees per second squared.
      * @default
      */
      this.angularDrag = 0;
  
      /**
      * @property {number} maxAngular - The maximum angular velocity in degrees per second that the Body can reach.
      * @default
      */
      this.maxAngular = 1000;
  
      /**
      * @property {number} mass - The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.
      * @default
      */
      this.mass = 1;
  
      /**
      * @property {number} angle - The angle of the Body's velocity in radians.
      * @readonly
      */
      this.angle = 0;
  
      /**
      * @property {number} speed - The speed of the Body as calculated by its velocity.
      * @readonly
      */
      this.speed = 0;
  
      /**
      * @property {number} facing - A const reference to the direction the Body is traveling or facing.
      * @default
      */
      this.facing = Phaser.NONE;
  
      /**
      * @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.
      * @default
      */
      this.immovable = false;
  
      /**
      * If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
      * actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
      * If you want the physics system to move the body around, then set moves to true.
      * @property {boolean} moves - Set to true to allow the Physics system to move this Body, otherwise false to move it manually.
      * @default
      */
      this.moves = true;
  
      /**
      * This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
      * Used in combination with your own collision processHandler you can create whatever type of collision response you need.
      * @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
      * @default
      */
      this.customSeparateX = false;
  
      /**
      * This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
      * Used in combination with your own collision processHandler you can create whatever type of collision response you need.
      * @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
      * @default
      */
      this.customSeparateY = false;
  
      /**
      * When this body collides with another, the amount of overlap is stored here.
      * @property {number} overlapX - The amount of horizontal overlap during the collision.
      */
      this.overlapX = 0;
  
      /**
      * When this body collides with another, the amount of overlap is stored here.
      * @property {number} overlapY - The amount of vertical overlap during the collision.
      */
      this.overlapY = 0;
  
      /**
      * If `Body.isCircle` is true, and this body collides with another circular body, the amount of overlap is stored here.
      * @property {number} overlapR - The amount of overlap during the collision.
      */
      this.overlapR = 0;
  
      /**
      * If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.
      * @property {boolean} embedded - Body embed value.
      */
      this.embedded = false;
  
      /**
      * A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
      * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
      */
      this.collideWorldBounds = false;
  
      /**
      * Set the checkCollision properties to control which directions collision is processed for this Body.
      * For example checkCollision.up = false means it won't collide when the collision happened while moving up.
      * If you need to disable a Body entirely, use `body.enable = false`, this will also disable motion.
      * If you need to disable just collision and/or overlap checks, but retain motion, set `checkCollision.none = true`.
      * @property {object} checkCollision - An object containing allowed collision.
      */
      this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
  
      /**
      * This object is populated with boolean values when the Body collides with another.
      * touching.up = true means the collision happened to the top of this Body for example.
      * @property {object} touching - An object containing touching results.
      */
      this.touching = { none: true, up: false, down: false, left: false, right: false };
  
      /**
      * This object is populated with previous touching values from the bodies previous collision.
      * @property {object} wasTouching - An object containing previous touching results.
      */
      this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
  
      /**
      * This object is populated with boolean values when the Body collides with the World bounds or a Tile.
      * For example if blocked.up is true then the Body cannot move up.
      * @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
      */
      this.blocked = { up: false, down: false, left: false, right: false };
  
      /**
      * If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
      * Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height.
      * @property {Phaser.Point} tilePadding - Extra padding to be added to this sprite's dimensions when checking for tile collision.
      */
      this.tilePadding = new Phaser.Point();
  
      /**
      * @property {boolean} dirty - If this Body in a preUpdate (true) or postUpdate (false) state?
      */
      this.dirty = false;
  
      /**
      * @property {boolean} skipQuadTree - If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.
      */
      this.skipQuadTree = false;
  
      /**
      * If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.
      * If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.
      * Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer, 
      * or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.
      * @property {boolean} syncBounds
      * @default
      */
      this.syncBounds = false;
  
      /**
      * @property {boolean} isMoving - Set by the `moveTo` and `moveFrom` methods.
      */
      this.isMoving = false;
  
      /**
      * @property {boolean} stopVelocityOnCollide - Set by the `moveTo` and `moveFrom` methods.
      */
      this.stopVelocityOnCollide = true;
  
      /**
      * @property {integer} moveTimer - Internal time used by the `moveTo` and `moveFrom` methods.
      * @private
      */
      this.moveTimer = 0;
  
      /**
      * @property {integer} moveDistance - Internal distance value, used by the `moveTo` and `moveFrom` methods.
      * @private
      */
      this.moveDistance = 0;
  
      /**
      * @property {integer} moveDuration - Internal duration value, used by the `moveTo` and `moveFrom` methods.
      * @private
      */
      this.moveDuration = 0;
  
      /**
      * @property {Phaser.Line} moveTarget - Set by the `moveTo` method, and updated each frame.
      * @private
      */
      this.moveTarget = null;
  
      /**
      * @property {Phaser.Point} moveEnd - Set by the `moveTo` method, and updated each frame.
      * @private
      */
      this.moveEnd = null;
  
      /**
      * @property {Phaser.Signal} onMoveComplete - Listen for the completion of `moveTo` or `moveFrom` events.
      */
      this.onMoveComplete = new Phaser.Signal();
  
      /**
      * @property {function} movementCallback - Optional callback. If set, invoked during the running of `moveTo` or `moveFrom` events.
      */
      this.movementCallback = null;
  
      /**
      * @property {object} movementCallbackContext - Context in which to call the movementCallback.
      */
      this.movementCallbackContext = null;
  
      /**
      * @property {boolean} _reset - Internal cache var.
      * @private
      */
      this._reset = true;
  
      /**
      * @property {number} _sx - Internal cache var.
      * @private
      */
      this._sx = sprite.scale.x;
  
      /**
      * @property {number} _sy - Internal cache var.
      * @private
      */
      this._sy = sprite.scale.y;
  
      /**
      * @property {number} _dx - Internal cache var.
      * @private
      */
      this._dx = 0;
  
      /**
      * @property {number} _dy - Internal cache var.
      * @private
      */
      this._dy = 0;
  
  };
  
  Phaser.Physics.Arcade.Body.prototype = {
  
      /**
      * Internal method.
      *
      * @method Phaser.Physics.Arcade.Body#updateBounds
      * @protected
      */
      updateBounds: function () {
  
          if (this.syncBounds)
          {
              var b = this.sprite.getBounds();
              b.ceilAll();
  
              if (b.width !== this.width || b.height !== this.height)
              {
                  this.width = b.width;
                  this.height = b.height;
                  this._reset = true;
              }
          }
          else
          {
              var asx = Math.abs(this.sprite.scale.x);
              var asy = Math.abs(this.sprite.scale.y);
  
              if (asx !== this._sx || asy !== this._sy)
              {
                  this.width = this.sourceWidth * asx;
                  this.height = this.sourceHeight * asy;
                  this._sx = asx;
                  this._sy = asy;
                  this._reset = true;
              }
          }
  
          if (this._reset)
          {
              this.halfWidth = Math.floor(this.width / 2);
              this.halfHeight = Math.floor(this.height / 2);
              this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
          }
  
      },
  
      /**
      * Internal method.
      *
      * @method Phaser.Physics.Arcade.Body#preUpdate
      * @protected
      */
      preUpdate: function () {
  
          if (!this.enable || this.game.physics.arcade.isPaused)
          {
              return;
          }
  
          this.dirty = true;
  
          //  Store and reset collision flags
          this.wasTouching.none = this.touching.none;
          this.wasTouching.up = this.touching.up;
          this.wasTouching.down = this.touching.down;
          this.wasTouching.left = this.touching.left;
          this.wasTouching.right = this.touching.right;
  
          this.touching.none = true;
          this.touching.up = false;
          this.touching.down = false;
          this.touching.left = false;
          this.touching.right = false;
  
          this.blocked.up = false;
          this.blocked.down = false;
          this.blocked.left = false;
          this.blocked.right = false;
  
          this.embedded = false;
  
          this.updateBounds();
  
          this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
          this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
  
          this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
          this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
  
          this.rotation = this.sprite.angle;
  
          this.preRotation = this.rotation;
  
          if (this._reset || this.sprite.fresh)
          {
              this.prev.x = this.position.x;
              this.prev.y = this.position.y;
          }
  
          if (this.moves)
          {
              this.game.physics.arcade.updateMotion(this);
  
              this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed);
  
              this.position.x += this.newVelocity.x;
              this.position.y += this.newVelocity.y;
  
              if (this.position.x !== this.prev.x || this.position.y !== this.prev.y)
              {
                  this.angle = Math.atan2(this.velocity.y, this.velocity.x);
              }
  
              this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
  
              //  Now the State update will throw collision checks at the Body
              //  And finally we'll integrate the new position back to the Sprite in postUpdate
  
              if (this.collideWorldBounds)
              {
                  if (this.checkWorldBounds() && this.onWorldBounds)
                  {
                      this.onWorldBounds.dispatch(this.sprite, this.blocked.up, this.blocked.down, this.blocked.left, this.blocked.right);
                  }
              }
          }
  
          this._dx = this.deltaX();
          this._dy = this.deltaY();
  
          this._reset = false;
  
      },
  
      /**
      * Internal method.
      *
      * @method Phaser.Physics.Arcade.Body#updateMovement
      * @protected
      */
      updateMovement: function () {
  
          var percent = 0;
          var collided = (this.overlapX !== 0 || this.overlapY !== 0);
  
          //  Duration or Distance based?
  
          if (this.moveDuration > 0)
          {
              this.moveTimer += this.game.time.elapsedMS;
  
              percent = this.moveTimer / this.moveDuration;
          }
          else
          {
              this.moveTarget.end.set(this.position.x, this.position.y);
  
              percent = this.moveTarget.length / this.moveDistance;
          }
  
          if (this.movementCallback)
          {
              var result = this.movementCallback.call(this.movementCallbackContext, this, this.velocity, percent);
          }
  
          if (collided || percent >= 1 || (result !== undefined && result !== true))
          {
              this.stopMovement((percent >= 1) || (this.stopVelocityOnCollide && collided));
              return false;
          }
  
          return true;
  
      },
  
      /**
      * If this Body is moving as a result of a call to `moveTo` or `moveFrom` (i.e. it
      * has Body.isMoving true), then calling this method will stop the movement before
      * either the duration or distance counters expire.
      *
      * The `onMoveComplete` signal is dispatched.
      *
      * @method Phaser.Physics.Arcade.Body#stopMovement
      * @param {boolean} [stopVelocity] - Should the Body.velocity be set to zero?
      */
      stopMovement: function (stopVelocity) {
  
          if (this.isMoving)
          {
              this.isMoving = false;
  
              if (stopVelocity)
              {
                  this.velocity.set(0);
              }
  
              //  Send the Sprite this Body belongs to
              //  and a boolean indicating if it stopped because of a collision or not
              this.onMoveComplete.dispatch(this.sprite, (this.overlapX !== 0 || this.overlapY !== 0));
          }
  
      },
  
      /**
      * Internal method.
      *
      * @method Phaser.Physics.Arcade.Body#postUpdate
      * @protected
      */
      postUpdate: function () {
  
          //  Only allow postUpdate to be called once per frame
          if (!this.enable || !this.dirty)
          {
              return;
          }
  
          //  Moving?
          if (this.isMoving)
          {
              this.updateMovement();
          }
  
          this.dirty = false;
  
          if (this.deltaX() < 0)
          {
              this.facing = Phaser.LEFT;
          }
          else if (this.deltaX() > 0)
          {
              this.facing = Phaser.RIGHT;
          }
  
          if (this.deltaY() < 0)
          {
              this.facing = Phaser.UP;
          }
          else if (this.deltaY() > 0)
          {
              this.facing = Phaser.DOWN;
          }
  
          if (this.moves)
          {
              this._dx = this.deltaX();
              this._dy = this.deltaY();
  
              if (this.deltaMax.x !== 0 && this._dx !== 0)
              {
                  if (this._dx < 0 && this._dx < -this.deltaMax.x)
                  {
                      this._dx = -this.deltaMax.x;
                  }
                  else if (this._dx > 0 && this._dx > this.deltaMax.x)
                  {
                      this._dx = this.deltaMax.x;
                  }
              }
  
              if (this.deltaMax.y !== 0 && this._dy !== 0)
              {
                  if (this._dy < 0 && this._dy < -this.deltaMax.y)
                  {
                      this._dy = -this.deltaMax.y;
                  }
                  else if (this._dy > 0 && this._dy > this.deltaMax.y)
                  {
                      this._dy = this.deltaMax.y;
                  }
              }
  
              this.sprite.position.x += this._dx;
              this.sprite.position.y += this._dy;
              this._reset = true;
          }
  
          this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
  
          if (this.allowRotation)
          {
              this.sprite.angle += this.deltaZ();
          }
  
          this.prev.x = this.position.x;
          this.prev.y = this.position.y;
  
      },
  
      /**
      * Internal method.
      *
      * @method Phaser.Physics.Arcade.Body#checkWorldBounds
      * @protected
      * @return {boolean} True if the Body collided with the world bounds, otherwise false.
      */
      checkWorldBounds: function () {
  
          var pos = this.position;
          var bounds = this.game.physics.arcade.bounds;
          var check = this.game.physics.arcade.checkCollision;
  
          var bx = (this.worldBounce) ? -this.worldBounce.x : -this.bounce.x;
          var by = (this.worldBounce) ? -this.worldBounce.y : -this.bounce.y;
  
          if (this.isCircle)
          {
              var bodyBounds = {
                  x: this.center.x - this.radius,
                  y: this.center.y - this.radius,
                  right: this.center.x + this.radius,
                  bottom: this.center.y + this.radius
              };
  
              if (bodyBounds.x < bounds.x && check.left)
              {
                  pos.x = bounds.x - this.halfWidth + this.radius;
                  this.velocity.x *= bx;
                  this.blocked.left = true;
              }
              else if (bodyBounds.right > bounds.right && check.right)
              {
                  pos.x = bounds.right - this.halfWidth - this.radius;
                  this.velocity.x *= bx;
                  this.blocked.right = true;
              }
  
              if (bodyBounds.y < bounds.y && check.up)
              {
                  pos.y = bounds.y - this.halfHeight + this.radius;
                  this.velocity.y *= by;
                  this.blocked.up = true;
              }
              else if (bodyBounds.bottom > bounds.bottom && check.down)
              {
                  pos.y = bounds.bottom  - this.halfHeight - this.radius;
                  this.velocity.y *= by;
                  this.blocked.down = true;
              }
          }
          else
          {
              if (pos.x < bounds.x && check.left)
              {
                  pos.x = bounds.x;
                  this.velocity.x *= bx;
                  this.blocked.left = true;
              }
              else if (this.right > bounds.right && check.right)
              {
                  pos.x = bounds.right - this.width;
                  this.velocity.x *= bx;
                  this.blocked.right = true;
              }
  
              if (pos.y < bounds.y && check.up)
              {
                  pos.y = bounds.y;
                  this.velocity.y *= by;
                  this.blocked.up = true;
              }
              else if (this.bottom > bounds.bottom && check.down)
              {
                  pos.y = bounds.bottom - this.height;
                  this.velocity.y *= by;
                  this.blocked.down = true;
              }
          }
  
          return (this.blocked.up || this.blocked.down || this.blocked.left || this.blocked.right);
  
      },
  
      /**
      * Note: This method is experimental, and may be changed or removed in a future release.
      * 
      * This method moves the Body in the given direction, for the duration specified.
      * It works by setting the velocity on the Body, and an internal timer, and then
      * monitoring the duration each frame. When the duration is up the movement is
      * stopped and the `Body.onMoveComplete` signal is dispatched.
      *
      * Movement also stops if the Body collides or overlaps with any other Body.
      * 
      * You can control if the velocity should be reset to zero on collision, by using
      * the property `Body.stopVelocityOnCollide`.
      *
      * Stop the movement at any time by calling `Body.stopMovement`.
      *
      * You can optionally set a speed in pixels per second. If not specified it
      * will use the current `Body.speed` value. If this is zero, the function will return false.
      *
      * Please note that due to browser timings you should allow for a variance in 
      * when the duration will actually expire. Depending on system it may be as much as
      * +- 50ms. Also this method doesn't take into consideration any other forces acting
      * on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
      * movement.
      * 
      * @method Phaser.Physics.Arcade.Body#moveFrom
      * @param  {integer} duration  - The duration of the movement, in ms.
      * @param  {integer} [speed] - The speed of the movement, in pixels per second. If not provided `Body.speed` is used.
      * @param  {integer} [direction] - The angle of movement. If not provided `Body.angle` is used.
      * @return {boolean} True if the movement successfully started, otherwise false.
      */
      moveFrom: function (duration, speed, direction) {
  
          if (speed === undefined) { speed = this.speed; }
  
          if (speed === 0)
          {
              return false;
          }
  
          var angle;
  
          if (direction === undefined)
          {
              angle = this.angle;
              direction = this.game.math.radToDeg(angle);
          }
          else
          {
              angle = this.game.math.degToRad(direction);
          }
  
          this.moveTimer = 0;
          this.moveDuration = duration;
  
          //  Avoid sin/cos
          if (direction === 0 || direction === 180)
          {
              this.velocity.set(Math.cos(angle) * speed, 0);
          }
          else if (direction === 90 || direction === 270)
          {
              this.velocity.set(0, Math.sin(angle) * speed);
          }
          else
          {
              this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed);
          }
  
          this.isMoving = true;
  
          return true;
  
      },
  
      /**
      * Note: This method is experimental, and may be changed or removed in a future release.
      * 
      * This method moves the Body in the given direction, for the duration specified.
      * It works by setting the velocity on the Body, and an internal distance counter.
      * The distance is monitored each frame. When the distance equals the distance
      * specified in this call, the movement is stopped, and the `Body.onMoveComplete` 
      * signal is dispatched.
      *
      * Movement also stops if the Body collides or overlaps with any other Body.
      * 
      * You can control if the velocity should be reset to zero on collision, by using
      * the property `Body.stopVelocityOnCollide`.
      *
      * Stop the movement at any time by calling `Body.stopMovement`.
      *
      * Please note that due to browser timings you should allow for a variance in 
      * when the distance will actually expire.
      * 
      * Note: This method doesn't take into consideration any other forces acting
      * on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
      * movement.
      * 
      * @method Phaser.Physics.Arcade.Body#moveTo
      * @param  {integer} duration - The duration of the movement, in ms.
      * @param  {integer} distance - The distance, in pixels, the Body will move.
      * @param  {integer} [direction] - The angle of movement. If not provided `Body.angle` is used.
      * @return {boolean} True if the movement successfully started, otherwise false.
      */
      moveTo: function (duration, distance, direction) {
  
          var speed = distance / (duration / 1000);
  
          if (speed === 0)
          {
              return false;
          }
  
          var angle;
  
          if (direction === undefined)
          {
              angle = this.angle;
              direction = this.game.math.radToDeg(angle);
          }
          else
          {
              angle = this.game.math.degToRad(direction);
          }
  
          distance = Math.abs(distance);
  
          this.moveDuration = 0;
          this.moveDistance = distance;
  
          if (this.moveTarget === null)
          {
              this.moveTarget = new Phaser.Line();
              this.moveEnd = new Phaser.Point();
          }
  
          this.moveTarget.fromAngle(this.x, this.y, angle, distance);
  
          this.moveEnd.set(this.moveTarget.end.x, this.moveTarget.end.y);
  
          this.moveTarget.setTo(this.x, this.y, this.x, this.y);
  
          //  Avoid sin/cos
          if (direction === 0 || direction === 180)
          {
              this.velocity.set(Math.cos(angle) * speed, 0);
          }
          else if (direction === 90 || direction === 270)
          {
              this.velocity.set(0, Math.sin(angle) * speed);
          }
          else
          {
              this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed);
          }
  
          this.isMoving = true;
  
          return true;
  
      },
  
      /**
      * You can modify the size of the physics Body to be any dimension you need.
      * This allows you to make it smaller, or larger, than the parent Sprite.
      * You can also control the x and y offset of the Body. This is the position of the
      * Body relative to the top-left of the Sprite _texture_.
      *
      * For example: If you have a Sprite with a texture that is 80x100 in size,
      * and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
      *
      * `setSize(32, 32, 24, 34)`
      *
      * Where the first two parameters is the new Body size (32x32 pixels).
      * 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
      * is the vertical offset.
      *
      * Calling `setSize` on a Body that has already had `setCircle` will reset all of the Circle
      * properties, making this Body rectangular again.
      *
      * @method Phaser.Physics.Arcade.Body#setSize
      * @param {number} width - The width of the Body.
      * @param {number} height - The height of the Body.
      * @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
      * @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
      */
      setSize: function (width, height, offsetX, offsetY) {
  
          if (offsetX === undefined) { offsetX = this.offset.x; }
          if (offsetY === undefined) { offsetY = this.offset.y; }
  
          this.sourceWidth = width;
          this.sourceHeight = height;
          this.width = this.sourceWidth * this._sx;
          this.height = this.sourceHeight * this._sy;
          this.halfWidth = Math.floor(this.width / 2);
          this.halfHeight = Math.floor(this.height / 2);
          this.offset.setTo(offsetX, offsetY);
  
          this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
  
          this.isCircle = false;
          this.radius = 0;
  
      },
  
      /**
      * Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
      * The radius is given in pixels and is the distance from the center of the circle to the edge.
      *
      * You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
      *
      * To change a Body back to being rectangular again call `Body.setSize`.
      *
      * Note: Circular collision only happens with other Arcade Physics bodies, it does not
      * work against tile maps, where rectangular collision is the only method supported.
      *
      * @method Phaser.Physics.Arcade.Body#setCircle
      * @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
      * @param {number} [offsetX] - The X offset of the Body from the Sprite position.
      * @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
      */
      setCircle: function (radius, offsetX, offsetY) {
  
          if (offsetX === undefined) { offsetX = this.offset.x; }
          if (offsetY === undefined) { offsetY = this.offset.y; }
  
          if (radius > 0)
          {
              this.isCircle = true;
              this.radius = radius;
  
              this.sourceWidth = radius * 2;
              this.sourceHeight = radius * 2;
  
              this.width = this.sourceWidth * this._sx;
              this.height = this.sourceHeight * this._sy;
  
              this.halfWidth = Math.floor(this.width / 2);
              this.halfHeight = Math.floor(this.height / 2);
  
              this.offset.setTo(offsetX, offsetY);
  
              this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
          }
          else
          {
              this.isCircle = false;
          }
  
      },
  
      /**
      * Resets all Body values (velocity, acceleration, rotation, etc)
      *
      * @method Phaser.Physics.Arcade.Body#reset
      * @param {number} x - The new x position of the Body.
      * @param {number} y - The new y position of the Body.
      */
      reset: function (x, y) {
  
          this.velocity.set(0);
          this.acceleration.set(0);
  
          this.speed = 0;
          this.angularVelocity = 0;
          this.angularAcceleration = 0;
  
          this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
          this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
  
          this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
          this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
  
          this.prev.x = this.position.x;
          this.prev.y = this.position.y;
  
          this.rotation = this.sprite.angle;
          this.preRotation = this.rotation;
  
          this._sx = this.sprite.scale.x;
          this._sy = this.sprite.scale.y;
  
          this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
  
      },
  
      /**
      * Returns the bounds of this physics body.
      * 
      * Only used internally by the World collision methods.
      *
      * @method Phaser.Physics.Arcade.Body#getBounds
      * @param {object} obj - The object in which to set the bounds values.
      * @return {object} The object that was given to this method.
      */
      getBounds: function (obj) {
  
          if (this.isCircle)
          {
              obj.x = this.center.x - this.radius;
              obj.y = this.center.y - this.radius;
              obj.right = this.center.x + this.radius;
              obj.bottom = this.center.y + this.radius;
          }
          else
          {
              obj.x = this.x;
              obj.y = this.y;
              obj.right = this.right;
              obj.bottom = this.bottom;
          }
  
          return obj;
  
      },
  
      /**
      * Tests if a world point lies within this Body.
      *
      * @method Phaser.Physics.Arcade.Body#hitTest
      * @param {number} x - The world x coordinate to test.
      * @param {number} y - The world y coordinate to test.
      * @return {boolean} True if the given coordinates are inside this Body, otherwise false.
      */
      hitTest: function (x, y) {
  
          return (this.isCircle) ? Phaser.Circle.contains(this, x, y) : Phaser.Rectangle.contains(this, x, y);
  
      },
  
      /**
      * Returns true if the bottom of this Body is in contact with either the world bounds or a tile.
      *
      * @method Phaser.Physics.Arcade.Body#onFloor
      * @return {boolean} True if in contact with either the world bounds or a tile.
      */
      onFloor: function () {
  
          return this.blocked.down;
  
      },
      
      /**
      * Returns true if the top of this Body is in contact with either the world bounds or a tile.
      *
      * @method Phaser.Physics.Arcade.Body#onCeiling
      * @return {boolean} True if in contact with either the world bounds or a tile.
      */
      onCeiling: function(){
  
          return this.blocked.up;
  
      },
  
      /**
      * Returns true if either side of this Body is in contact with either the world bounds or a tile.
      *
      * @method Phaser.Physics.Arcade.Body#onWall
      * @return {boolean} True if in contact with either the world bounds or a tile.
      */
      onWall: function () {
  
          return (this.blocked.left || this.blocked.right);
  
      },
  
      /**
      * Returns the absolute delta x value.
      *
      * @method Phaser.Physics.Arcade.Body#deltaAbsX
      * @return {number} The absolute delta value.
      */
      deltaAbsX: function () {
  
          return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
  
      },
  
      /**
      * Returns the absolute delta y value.
      *
      * @method Phaser.Physics.Arcade.Body#deltaAbsY
      * @return {number} The absolute delta value.
      */
      deltaAbsY: function () {
  
          return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
  
      },
  
      /**
      * Returns the delta x value. The difference between Body.x now and in the previous step.
      *
      * @method Phaser.Physics.Arcade.Body#deltaX
      * @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
      */
      deltaX: function () {
  
          return this.position.x - this.prev.x;
  
      },
  
      /**
      * Returns the delta y value. The difference between Body.y now and in the previous step.
      *
      * @method Phaser.Physics.Arcade.Body#deltaY
      * @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
      */
      deltaY: function () {
  
          return this.position.y - this.prev.y;
  
      },
  
      /**
      * Returns the delta z value. The difference between Body.rotation now and in the previous step.
      *
      * @method Phaser.Physics.Arcade.Body#deltaZ
      * @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise.
      */
      deltaZ: function () {
  
          return this.rotation - this.preRotation;
  
      },
  
      /**
      * Destroys this Body.
      * 
      * First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.
      * Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.
      *
      * @method Phaser.Physics.Arcade.Body#destroy
      */
      destroy: function () {
  
          if (this.sprite.parent && this.sprite.parent instanceof Phaser.Group)
          {
              this.sprite.parent.removeFromHash(this.sprite);
          }
  
          this.sprite.body = null;
          this.sprite = null;
  
      }
  
  };
  
  /**
  * @name Phaser.Physics.Arcade.Body#left
  * @property {number} left - The x position of the Body. The same as `Body.x`.
  */
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "left", {
  
      get: function () {
  
          return this.position.x;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.Arcade.Body#right
  * @property {number} right - The right value of this Body (same as Body.x + Body.width)
  * @readonly
  */
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
  
      get: function () {
  
          return this.position.x + this.width;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.Arcade.Body#top
  * @property {number} top - The y position of the Body. The same as `Body.y`.
  */
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "top", {
  
      get: function () {
  
          return this.position.y;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.Arcade.Body#bottom
  * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
  * @readonly
  */
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
  
      get: function () {
  
          return this.position.y + this.height;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.Arcade.Body#x
  * @property {number} x - The x position.
  */
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", {
  
      get: function () {
  
          return this.position.x;
  
      },
  
      set: function (value) {
  
          this.position.x = value;
      }
  
  });
  
  /**
  * @name Phaser.Physics.Arcade.Body#y
  * @property {number} y - The y position.
  */
  Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "y", {
  
      get: function () {
  
          return this.position.y;
  
      },
  
      set: function (value) {
  
          this.position.y = value;
  
      }
  
  });
  
  /**
  * Render Sprite Body.
  *
  * @method Phaser.Physics.Arcade.Body#render
  * @param {object} context - The context to render to.
  * @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
  * @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug info to be rendered. (format is css color string).
  * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
  */
  Phaser.Physics.Arcade.Body.render = function (context, body, color, filled) {
  
      if (filled === undefined) { filled = true; }
  
      color = color || 'rgba(0,255,0,0.4)';
  
      context.fillStyle = color;
      context.strokeStyle = color;
  
      if (body.isCircle)
      {
          context.beginPath();
          context.arc(body.center.x - body.game.camera.x, body.center.y - body.game.camera.y, body.radius, 0, 2 * Math.PI);
  
          if (filled)
          {
              context.fill();
          }
          else
          {
              context.stroke();
          }
      }
      else
      {
          if (filled)
          {
              context.fillRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
          }
          else
          {
              context.strokeRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
          }
      }
  
  };
  
  /**
  * Render Sprite Body Physics Data as text.
  *
  * @method Phaser.Physics.Arcade.Body#renderBodyInfo
  * @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
  * @param {number} x - X position of the debug info to be rendered.
  * @param {number} y - Y position of the debug info to be rendered.
  * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
  */
  Phaser.Physics.Arcade.Body.renderBodyInfo = function (debug, body) {
  
      debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'width: ' + body.width, 'height: ' + body.height);
      debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'deltaX: ' + body._dx.toFixed(2), 'deltaY: ' + body._dy.toFixed(2));
      debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2), 'speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2));
      debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2));
      debug.line('touching left: ' + body.touching.left, 'right: ' + body.touching.right, 'up: ' + body.touching.up, 'down: ' + body.touching.down);
      debug.line('blocked left: ' + body.blocked.left, 'right: ' + body.blocked.right, 'up: ' + body.blocked.up, 'down: ' + body.blocked.down);
  
  };
  
  Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;
  