     moveSprites: =>
       # drawable things
       drawDrawable = (drawable) =>
-        drawable.sprite.pos = drawable.shape.body.position.plus(@pos)
+        drawable.sprite.pos = drawable.shape.body.p.plus(@pos)
         drawable.sprite.pos.y = 600 - drawable.sprite.pos.y
         drawable.sprite.rotation = -drawable.shape.body.rot.angle()
         true

      if @closest_atom?
        # intersection
        # use the coords of the closest atom
        @point_end = @closest_atom.shape.body.position
      else
        # no intersection
        # find the coords at the wall

          @claw_in_motion = true
          @sprite_claw.setVisible true
          body = new cp.Body(5, 1000000)
          body.setPos new Vec2d(@point_start)
          body.setAngle @point_vector.angle()
          body.velocity = @man.body.velocity + @point_vector * @claw_shoot_speed
          @claw = new cp.CircleShape(body, @claw_radius, new Vec2d())
          @claw.setFriction 1
          @claw.setElasticity 0
          @claw.collision_type = Collision.Claw
          @claw_joint = new cp.SlideJoint(@claw.body, @man.body, new Vec2d(0, 0), new Vec2d(0, 0), 0, @size.length())
          @claw_joint.max_bias = max_bias
