text: function updateGame(dt)
  {
      heroes_update(dt)
      pickups_update(dt);
      splatters_update(dt);
      map_update(dt);
      gibs_update(dt);
      pings_update(dt);
  }
  
  function updateEndGameLimbo(dt)
  {
      //heroes_update(dt)
      pickups_update(dt);
      splatters_update(dt);
      map_update(dt);
      gibs_update(dt);
      pings_update(dt);
  }
  
  function renderGame()
  {
      // Render the map
      tiledMap.renderLayer(0); // Ground
  
      splatters_render(); // Blood
  
      tiledMap.renderLayer(1); // Walls
  
      // Draw entities
      renderables.sort(function(a, b){return a.position.y < b.position.y ? -1 : 1});
      for (var i = 0; i < renderables.length; ++i)
      {
          var entity = renderables[i];
          entity.renderFn(entity);
      }
  
      // fx shit
      map_render();
  
      // hud
      for (var i = 0; i < heroes.length; ++i)
      {
          var hero = heroes[i];
          hero_drawHUD(hero);
      }
  }
  
  function renderGameGlow()
  {
      // Render the map
      map_renderGlow();
  
      for(var i = 0; i < renderables.length; ++i)
      {
          var entity = renderables[i];
          entity.renderGlowFn(entity);
      }
  
      pings_renderGlow();
  
      // hud
      for (var i = 0; i < heroes.length; ++i)
      {
          var hero = heroes[i];
          if(hero.playing)
          {
              hero_drawGLOW(hero);
          }
      }
  }
  