 do ->
-  canvas = document.getElementById("game")
-  engine = new Engine(canvas)
-  batch = new Engine.Batch()
-  sprite = new Engine.Sprite('walk', batch: batch, pos: new Vec2d(200, 200))
-  engine.on 'update', ->
-    if engine.buttonJustPressed Engine.Button.Key_1
-      console.log "press 1"
-      sprite.scale.x = -1
-    else if engine.buttonJustPressed Engine.Button.Key_2
-      console.log "press 2"
-      sprite.scale.x = 1
-    else if engine.buttonJustPressed Engine.Button.Key_3
-      sprite.scale.x = -2
-    else if engine.buttonJustPressed Engine.Button.Key_4
-      sprite.scale.x = 2
-
-    if engine.buttonState(Engine.Button.Mouse_Left)
-      sprite.pos = engine.mousePos()
-    if engine.buttonState(Engine.Button.Mouse_Right)
-      sprite.rotation += 3.14 / 20
-
-  engine.on 'draw', (context) ->
-    engine.clear()
-    engine.draw(batch)
-    engine.drawFps()
-  engine.start()
-
-  return
+  #canvas = document.getElementById("game")
+  #engine = new Engine(canvas)
+  #batch = new Engine.Batch()
+  #sprite = new Engine.Sprite('walk', batch: batch, pos: new Vec2d(200, 200))
+  #engine.on 'update', ->
+  #  if engine.buttonJustPressed Engine.Button.Key_1
+  #    console.log "press 1"
+  #    sprite.scale.x = -1
+  #  else if engine.buttonJustPressed Engine.Button.Key_2
+  #    console.log "press 2"
+  #    sprite.scale.x = 1
+  #  else if engine.buttonJustPressed Engine.Button.Key_3
+  #    sprite.scale.x = -2
+  #  else if engine.buttonJustPressed Engine.Button.Key_4
+  #    sprite.scale.x = 2
+
+  #  if engine.buttonState(Engine.Button.Mouse_Left)
+  #    sprite.pos = engine.mousePos()
+  #  if engine.buttonState(Engine.Button.Mouse_Right)
+  #    sprite.rotation += 3.14 / 20
+
+  #engine.on 'draw', (context) ->
+  #  engine.clear()
+  #  engine.draw(batch)
+  #  engine.drawFps()
+  #engine.start()
+
+  #return
 
   atom_size = new Vec2d(32, 32)
   atom_radius = atom_size.x / 2

        @playSfx('jump')

      # point the man+arm in direction of mouse
      animation_name2 = negate + animation_name
      if @sprite_man.animation isnt animation_name2
        @sprite_man.setAnimation animation_name2

      # selecting a different gun
      if @control_state[Control.SwitchToGrapple] and @equipped_gun isnt Control.SwitchToGrapple

          if @man.body.velocity.x < move_boost and @man.body.velocity.x > 0
            @man.body.velocity.x = move_boost

      negate = @mouse_pos.x < @man.body.position.x
      # jumping
      if grounded
        if move_left or move_right
