 
       @addParticle new Particle
         lifespan: Utils.random()
-        size: 2
+        size: size
         position: position
         velocity: Vec.scale direction, speed
         color: c

        @bodyExplosion shard.position, shard.velocity, shard.vertices(), shard.color
    added

  explosionAt: (position, color = null, count = 50) ->
    num = Utils.randomInt(count / 2, count)
    for i in [0..num]
      direction = Rotation.fromAngle Utils.random() * Math.PI * 2

        continue if contact.to.ship and contact.to.dead

        if contact.originalSepV > -1.5
          color = if contact.from.ship
            contact.to.lineColor
          else
            contact.from.lineColor
          @explosionAt contact.position, color: color, count: 5, size: 1
          @damageFlash -contact.originalSepV / 1.5
        else
          @explodeShip()
