         if @point_end.x < 0
           @point_end.x = 0
           @point_end.y = slope * @point_end.x + y_intercept
-        if @point_end.y > @ceiling.body.position.y - @size.y / 2
-          @point_end.y = @ceiling.body.position.y - @size.y / 2
+        if @point_end.y > @ceiling.body.p.y - @size.y / 2
+          @point_end.y = @ceiling.body.p.y - @size.y / 2
           @point_end.x = (@point_end.y - y_intercept) / slope
         if @point_end.y < 0
           @point_end.y = 0

    constructor: (pos, @sprite, @space, @timeout) ->
      super
      body = new cp.Body(50, 10)
      body.position = pos
      @shape = new cp.CircleShape(body, Bomb.radius, new Vec2d())
      @shape.u = 0.7
      @shape.e = 0.02
      @shape.collision_type = Collision.Default
      @space.addBody(body)
      @space.addShape(@shape)

          if discriminant < 0
            return

          dist = atom.shape.body.p.distanceSqrd(@point_start)
          if not @closest_atom? or dist < closest_dist
            @closest_atom = atom
            closest_dist = dist
