     @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

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

  jump:=>
    @player_group.forEachAlive (player) =>
      if player.key == 'runner'
        player.jump = true
        window.laggydash.send({ action: 'jump' })
    
  addPlayer:(id, name, isPlayer=false)->
    x = if isPlayer then 600 else @game.rnd.integerInRange(100, 500)

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

    if @position > 200 && @position % 50 == 0
      obj = if @position % 100 == 0 and @game.rnd.frac() < 0.2
        @game.add.sprite(900, 0, 'bomb')
      else
        @game.add.sprite(900, 0, 'coin')
      obj.body.allowGravity = false
      obj.anchor.setTo(0.5, 0.5)
      obj.animations.add('spin', [0, 1, 2, 3, 4, 5], 10, true)
      obj.animations.play('spin')
      @collect_group.add(obj)
      x = (obj.x - min) % 2000
      h = @game.rnd.pick([20, 80])
      obj.y = @heightmap[Math.round(x)] + @mountain1a.y - h
      obj.alpha = 1
      obj.move = @game.add.tween(obj)
      obj.move.to({x: -100}, 10000, Phaser.Easing.Linear.None, true, 0)
      obj.move.onComplete.add => @collect(obj)
      obj.fade = @game.add.tween(obj)
      obj.fade.to({ alpha: 0.3 }, 500, Phaser.Easing.Linear.None, true, 3000)
      obj.revive()
      if @game.rnd.frac() < 0.25
        obj.jump = @game.add.tween(obj)
        d = if h == 80 then 60 else -60
        obj.jump.to({y: obj.y + d}, 300, Phaser.Easing.Linear.None, true, 1400)

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