-Crafty.c 'Explosion',
+Crafty.c 'OldExplosion',
   init: ->
     @requires '2D,Tween,Delay'
 
     @explosionMode = window.Game.explosionMode
     if @explosionMode is 'block'
       @requires 'WebGL, Color'
-    else
-      @requires 'WebGL, explosionStart, SpriteAnimation, Horizon'
 
   explode: (attr) ->
     radius = attr.radius ? 20

        # This stops new particles from emiting.
        # But the particles are still alive for their lifetime
        @delay((-> @destroy()), cleanupDelay)

    if @explosionMode is undefined
      @attr w: attr.radius * 4, h: attr.radius * 4
      @attr x: @x - (@w / 2), y: @y - (@h / 2)
      @reel 'explode', duration * 3000, [
        [0, 0]
        [1, 0]
        [2, 0]
        [3, 0]
        [4, 0]

        [0, 1]
        [1, 1]
        [2, 1]
        [3, 1]
        [4, 1]

        [0, 2]
        [1, 2]
        [2, 2]
        [3, 2]
        [4, 2]

        [0, 3]
        [1, 3]
      ]
      @animate 'explode'
      @bind 'AnimationEnd', =>
        @destroy()


    this


      # sensible values are 0-3
      jitter: 0

    @attr
      w: 1
      h: 1

    if @explosionMode is 'block'
      @color '#FF0000'
    @tween({
      x: @x - radius
      y: @y - radius
      w: @w + (radius * 2)
      h: @h + (radius * 2)
      alpha: 0.2
    }, 500)
    @bind 'TweenEnd', ->
      @destroy()

    if @explosionMode is 'particles'
      options.fastMode = yes
