     return unless @renderer
 
     vector.update time for key, vector of @vectors
-    triangle.draw() for triangle in @triangles
+    triangle.draw() for key, triangle of @triangles
 
     @renderer.render @stage
 

        o = i % 2
        e = 1 - i % 2

        triangle = new Triangle(@, getVector(x, y + deltaY * o), getVector(x + deltaX / 2, y + deltaY * e), getVector(x + deltaX, y + deltaY * o))
        @triangles.push triangle
        @stage.addChild triangle.graphics

        triangle = new Triangle(@, getVector(x + deltaX / 2, y + deltaY * e), getVector(x + deltaX, y + deltaY * o), getVector(x + 3 * deltaX / 2, y + deltaY * e))
        @triangles.push triangle
        @stage.addChild triangle.graphics

    return # To not have CoffeeScript return a result of for loop

    @ratio = window.devicePixelRatio or 1

    @stage = null
    @triangles = {}
    @vectors = {}

  destroy: =>
