       @explodeShip()
 
   mousedown: (e) =>
+    return if @paused
     point = [e.offsetX / @scale, @sizeY - e.offsetY / @scale]
     for body in @quadtree.atPoint point
       if Geometry.pointInsidePolygon point, body.vertices()


  update: (dt) ->
    super dt
    @updateStarfield @cameraDelta if Vec.magnitudeSquared(@cameraDelta) > 0
    @updateDamage()


    @createStarfield()

  keydown: (e) ->
    return if @paused
    super e

    return if @ship.dead
