         particle.position = Vec.add particle.position, delta
       @camera1 = Vec.add @camera1, delta
       @camera2 = Vec.add @camera2, delta
+      @cameraDelta = delta
 
     @cleanup()
 

    x = e.x / @scale - offsetX/2
    y = @height - (e.y / @scale - offsetY/2)

  collisions: (contacts) ->

  particleCollisions: (contacts) ->

      collides: true
    missile.spawnMore = spawnMore
    @addParticle missile

  createStarfield: ->
    colors = ["#FDD", "#DFD", "#DDF"]
    @starfield = for i in [0..3]
      count = @sizeX * @scale * @sizeY * @scale / 10000
      for i in [0..count]
        x = Utils.random() * @sizeX
        y = Utils.random() * @sizeY
        size = if Utils.random() < 0.1 then 2 else 1
        n = Utils.randomInt(0,10)
        color = if n > 2 then "#FFF" else colors[n]
        [[x, y], size, color]

  updateStarfield: (delta) ->
    n = (@starfield.length + 1) * 0.1
    for stars, i in @starfield
      delta = Vec.scale delta, n - 0.1 * i
      for star in stars
        star[0] = @constrainPosition Vec.add star[0], delta
