         vm.shipImg = document.getElementById("player-ship");
 
         vm.tiles = [new Tile(0, document.getElementById("sun-bg"))];
+        vm.sprites = {}
     }
     vm.init();
     $scope.$on('resetGame', vm.init);

        # returns true if tile has travelled left off screen
        return (@tileW + @x) < 0

# switching to javascript here...
`
var app = angular.module('travel-screen', [


    vm.drawSprite = function(location, Xposition){
        // draws location if in view at global Xposition
        var spriteW = 500;  // max sprite width (for checking when to draw)

        // if w/in reasonable draw distance
        if (vm.x + window.innerWidth + spriteW > Xposition    // if close enough
            && vm.x - spriteW < Xposition                  ) { // if we haven't passed it
            if (location in vm.sprites){  // if sprite already in current sprites
                var rel_x = Xposition-vm.x;
                vm.sprites[location].x = rel_x
                // use existing y value (add small bit of drift)
                if (Math.random() < 0.01) {  // small chance of drift
                    vm.sprites[location].y += Math.round(Math.random() * 2 - 1)
                    if (vm.sprites[location].y > 400) {
                        vm.sprites[location].y = 399
                    }
                    if (vm.sprites[location].y < 200) {
                        vm.sprites[location].y = 201
                    }
                }
                vm.sprites[location].draw(vm.ctx)
            } else {
                // get random y value and add to list of current sprites
                vm.sprites[location] = new Sprite('/assets/sprites/station_sheet.png', -1000, Math.random()*200+200);
            }
            // TODO: remove sprites once we're done with them..
        }
    }

