       @phaser.physics.overlap @plateforms, @balls, @collectBalls, null, this
       #@phaser.physics.collide @balls, @plateforms
       #@phaser.physics.overlap @balls, @collectStar, null, this
+      @generate_fake_balls()
 
 game = new Game()

      #cursors = @phaser.input.keyboard.createCursorKeys()
      @balls = @phaser.add.group()

      for i in [0..12]
        star = @balls.create i * 70, 0, 'star'
        star.body.gravity.y = 6
        star.body.bounce.y = 0.7 #+ Math.random() * 0.2



    collectBalls: (plateform, ball) ->
      plateform.playerParent.captureBall(ball)

        for i in [0..4]
            @players.push(new Player(this, i))

    generate_fake_balls: () ->
        for i in [0..12]
            rd = Math.random()
            console.log rd
            if 0.95  < rd
                star = @balls.create i * 80, 0, 'star'
                star.body.gravity.y = 6
                star.body.bounce.y = 0.7


    set_players_position: () ->
        nbr_player = @players.length
        max_space_player = @phaser.width / (nbr_player + 1)
