     @mountain0b = @game.add.sprite(2000, 180, 'mountain0')
     @mountain0b.body = null
 
+    @collect_group = @game.add.group()
+
     @player_group = @game.add.group()
-
-    @coins = []
-    for i in [0..20] 
-      coin = @game.add.sprite(0, 0, 'coin')
-      coin.body = null
-      coin.anchor.setTo(0.5, 0.5)
-      coin.animations.add('spin', [0, 1, 2, 3, 4, 5], 10, true)
-      coin.animations.play('spin')
-      coin.kill()
-      @coins.push(coin)
-
-    @bombs = []
-    for i in [0..5] 
-      bomb = @game.add.sprite(0, 0, 'bomb')
-      bomb.body = null
-      bomb.anchor.setTo(0.5, 0.5)
-      bomb.animations.add('pulse', [0, 1, 2, 3, 4, 5], 10, true)
-      bomb.animations.play('pulse')
-      bomb.kill()
-      @bombs.push(bomb)
 
     @mountain1a = @game.add.sprite(0, 180, 'mountain1')
     @mountain1a.body = null

    min = Math.round(Math.min(@mountain1a.x, @mountain1b.x))

    if @position > 200 && @position % 50 == 0
      list = if @position % 100 == 0 and laggydash.game.rnd.frac() < 0.2
        @bombs
      else if laggydash.game.rnd.frac() < 0.8
        @coins
      else
        []
      for obj in list
        if !obj.alive
          obj.x = 900
          x = (obj.x - min) % 2000
          h = @game.rnd.pick([20, 80])
          obj.y = @heightmap[Math.round(x)] + @mountain1a.y - h
          obj.alpha = 1
          move = @game.add.tween(obj)
          move.to({x: -100}, 10000, Phaser.Easing.Linear.None, false, 0)
          fade = @game.add.tween(obj)
          fade.to({ alpha: 0.3 }, 500, Phaser.Easing.Linear.None, false, 3000)
          obj.revive()
          move.start()
          fade.start()
          break

    for coin in @coins
      coin.kill() if coin.x < -50

    for bomb in @bombs
      bomb.kill() if bomb.x < -50

    @player_group.forEachAlive (player) =>
      player.dot.y = player.avatar.y - player.avatar.height - 5

      player.runner.dot.x = player.runner.x
      player.label.x = player.runner.x - player.label.width / 2

    @player_group.forEachAlive (player) =>
      if player.key == 'runner'
        @game.physics.overlap(player, @collect_group, @hit)

  jump:=>
    @player_group.forEachAlive (player) =>
      if player.key == 'runner'
        player.jump = true
        window.laggydash.send({ action: 'jump' })

  hit:(runner, obj)=>
    @collect(obj)

  collect:(obj)->
    @game.tweens.remove(obj.move)
    obj.move = null
    @game.tweens.remove(obj.jump)
    obj.jump = null
    @game.tweens.remove(obj.fade)
    obj.fade = null
    obj.destroy()
    
  addPlayer:(id, name, isPlayer=false)->
    x = if isPlayer then 600 else @game.rnd.integerInRange(100, 500)
