 
   fabric.Object.prototype.transparentCorners = false
 
-  width     = 60 # Number of bugs
-  height    = 40 # Number of bugs
-  bug_size  = 10 # pixels
-  max_turns = 1000
+  width       = 60 # Number of bugs
+  height      = 40 # Number of bugs
+  bug_size    = 10 # pixels
+  max_turns   = 1000
+  color_scale = [
+    {rgb: '#A61313',  name: 'red'   },
+    {rgb: '#EF38FF',  name: 'pink'  },
+    {rgb: '#4E45FF',  name: 'blue'  },
+    {rgb: '#0D851E',  name: 'green' },
+    {rgb: '#BEC168',  name: 'yellow'},
+    {rgb: '#C1BAB0',  name: 'grey'  },
+    {rgb: '#000000',  name: 'black' }
+  ]
 
   canvas.setHeight height * bug_size
   canvas.setWidth  width  * bug_size
 
-  bugs  = starting_bugs(bug_size, width, height, max_turns)
+  bugs  = starting_bugs(bug_size, width, height, max_turns, color_scale)
   render_game canvas, bugs
 
   next_turn bugs, canvas

  render_game canvas, bugs

  if bugs.turns % 10 == 0
    stats = bugs.names.map((name) -> bugs.stats[name])
    make_chart '#jitterbug_progress_chart_svg', stats, bugs.max_turns, bugs.count

  if bugs.turns < bugs.max_turns
    bugs.turns += 1
    setTimeout((-> next_turn bugs, canvas), 50)

starting_bugs = (bug_size, width, height, max_turns) ->
  grid = []

  for x in [0..(width - 1)]

    next_serial: 0
    stats:       {}
    names:       []
    color_scale: color_scale
    next_color:  color_scale.map((color) -> color.name).reverse()
    turns:       0
    count:       0
    bug_size:    bug_size
