text: var __extends = (this && this.__extends) || function (d, b) {
      for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
      function __() { this.constructor = d; }
      d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  };
  var Runner;
  (function (Runner) {
      var Enemy = (function (_super) {
          __extends(Enemy, _super);
          function Enemy(game, x, y, key, frame) {
              _super.call(this, game, x, y, "missile", frame);
              this.scale.setTo(0.1);
              this.anchor.setTo(0.5);
              this.animations.add('fly');
              this.game.physics.arcade.enableBody(this);
              this.body.allowGravity = false;
              this.checkWorldBounds = true;
              this.outOfBoundsKill = true;
              this.events.onRevived.add(this.onRevived, this);
          }
          Enemy.prototype.onRevived = function () {
              this.game.add.tween(this).to({ y: this.y - 16 }, 500, Phaser.Easing.Linear.None, true, 0, Infinity, true);
              this.body.velocity.x = Enemy.Velocity;
              this.animations.play('fly', 10, true);
          };
          Enemy.Velocity = -600;
          return Enemy;
      })(Phaser.Sprite);
      Runner.Enemy = Enemy;
  })(Runner || (Runner = {}));
  