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

      @explodeShip()

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

    @createStarfield()

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

    return if @ship.dead
