     draw: (c) ->
       vs = Tetris.viewportSpace(@x*Tetris.gridSize+1, @y*Tetris.gridSize+1)
       return unless vs.visible
-      c.fillStyle = "#FF6FCF"
+      c.fillStyle = Tetris.abandonedBlockColor
       c.fillRect(vs.x, vs.y, Tetris.blockSize, Tetris.blockSize)
 
 

      gs.addEntity( new shapeClass(id: data.id, x:data.x, y:data.y, rotation: data.rotation, color: data.color) )
    for block in info.blocks
      Tetris.blocks.add(new Tetris.Block(x:block.x, y:block.y), false)
    gs.addEntity(Tetris.Shape.randomShape(x:Tetris.initialShapeOffset(), y:0, color: {r:0, g:0, b:0}, owned: true))

  channel.bind 'refreshLines', (blocks) ->
    Tetris.blocks.reset()

      Tetris.blocks.add(new Tetris.Block(@blockPosition(3)))
      @remove()
      if @owned
        gs.addEntity(Tetris.Shape.randomShape(x:Tetris.initialShapeOffset(), y:0, color: Tetris.playerBlockColor, owned: true))

    created: ->
      # console.log('creating a new piece')
