text: var config = {
      type: Phaser.AUTO,
      width: 800,
      height: 600,
      parent: 'phaser-example',
      physics: {
          default: 'arcade',
          arcade: {
              gravity: { y: 300 },
              debug: false
          }
      },
      scene: {
          preload: preload,
          create: create,
          update: update
      }
  };
  
  var player;
  var cursors;
  
  var game = new Phaser.Game(config);
  
  function preload ()
  {
      this.load.image('sky', 'src/games/firstgame/assets/sky.png');
      this.load.image('ground', 'src/games/firstgame/assets/platform.png');
      this.load.image('star', 'src/games/firstgame/assets/star.png');
      this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
  }
  
  var FlyingStar = new Phaser.Class({
  
      Extends: Phaser.Physics.Arcade.Sprite,
  
      initialize:
  
      function FlyingStar (scene, x, y, width, height, speed)
      {
          Phaser.Physics.Arcade.Sprite.call(this, scene, x, y, 'star');
  
          //  This is the path the sprite will follow
          this.path = new Phaser.Curves.Ellipse(x, y, width, height);
          this.pathIndex = 0;
          this.pathSpeed = speed;
          this.pathVector = new Phaser.Math.Vector2();
  
          this.path.getPoint(0, this.pathVector);
  
          this.setPosition(this.pathVector.x, this.pathVector.y);
      },
  
      preUpdate: function (time, delta)
      {
          this.anims.update(time, delta);
  
          this.path.getPoint(this.pathIndex, this.pathVector);
  
          this.setPosition(this.pathVector.x, this.pathVector.y);
  
          this.pathIndex = Phaser.Math.Wrap(this.pathIndex + this.pathSpeed, 0, 1);
      }
  
  });
  
  function create ()
  {
      this.add.image(400, 300, 'sky');
  
      var platforms = this.physics.add.staticGroup();
  
      platforms.create(400, 568, 'ground').setScale(2).refreshBody();
      platforms.create(600, 400, 'ground');
      platforms.create(50, 250, 'ground');
  
      player = this.physics.add.sprite(100, 450, 'dude');
  
      player.setBounce(0.2);
      player.setCollideWorldBounds(true);
  
      var stars = this.physics.add.group({ allowGravity: false });
  
      //  x, y = center of the path
      //  width, height = size of the elliptical path
      //  speed = speed the sprite moves along the path per frame
  
      stars.add(new FlyingStar(this, 150, 100, 100, 100, 0.005), true);
      stars.add(new FlyingStar(this, 500, 200, 40, 100, 0.005), true);
      stars.add(new FlyingStar(this, 600, 200, 40, 100, -0.005), true);
      stars.add(new FlyingStar(this, 700, 200, 40, 100, 0.01), true);
  
      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
      });
  
      cursors = this.input.keyboard.createCursorKeys();
  
      this.physics.add.collider(player, platforms);
  
      this.physics.add.overlap(player, stars, collectStar, null, this);
  }
  
  function update ()
  {
      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);
      }
  }
  
  function collectStar (player, star)
  {
      star.disableBody(true, true);
  }
  