anchor.diff:        @rightTurrets[i] = @add.sprite(500, 525, 'assets', 'turret-' + i)
         @rightTurrets[i].anchor.setTo(0.3, 0.5)
   
  -    @soundIcon = @add.sprite(280, 550, 'assets', 'sound-0')
  +    @soundIcon = @add.sprite(360, 560, 'assets', 'sound-0')
       @soundIcon.anchor.setTo(0.5, 0.5)
       @soundIcon.animations.add('on', ['sound-0'])
       @soundIcon.animations.add('off', ['sound-1'])
  
positive.code:     @bbtnd = {}
      # toggle bullet types
      for i in @FIRING_TYPES
        @bbtnd[i] = @add.sprite(545 + (@FIRING_TYPES.indexOf(i)) * 85, 535, 'assets', 'bbtnd-' + i)
        @bbtnd[i].inputEnabled = true
        @bbtn[i] = @add.sprite(545 + (@FIRING_TYPES.indexOf(i)) * 85, 535,'assets',  'bbtn-' + i)
        @bbtn[i].inputEnabled = true
        @bbtnd[i].kill()
  
  
negative.code: 
      @energyFills[0].revive() unless @energyFills[0].alive
      if @energy <= @ENERGY_TIERS[0]
        @energyFills[0].scale.setTo((256 * @energy / @ENERGY_TIERS[0]), 1)
        return
      @energyFills[0].scale.setTo(256, 1)
  
      @energyFills[1].revive() unless @energyFills[1].alive
      if @energy <= @ENERGY_TIERS[1]
        @energyFills[1].scale.setTo(256 * (@energy - @ENERGY_TIERS[0]) / (@ENERGY_TIERS[1] - @ENERGY_TIERS[0]), 1)
        return
      @energyFills[1].scale.setTo(256, 1)
  
      @energyFills[2].revive() unless @energyFills[2].alive
      if @energy <= @ENERGY_TIERS[2]
        @energyFills[2].scale.setTo(256 * (@energy - @ENERGY_TIERS[1]) / (@ENERGY_TIERS[2] - @ENERGY_TIERS[1]), 1)
        return
      @energyFills[2].scale.setTo(256, 1)
  
      @energyFills[3].revive() unless @energyFills[3].alive
      if @energy <= @ENERGY_TIERS[3]
        @energyFills[3].scale.setTo(256 * (@energy - @ENERGY_TIERS[2]) / (@ENERGY_TIERS[3] - @ENERGY_TIERS[2]), 1)
        return
      @energyFills[3].scale.setTo(256, 1)
    
    adjustKillBar: ->
      if @nextEnemyLvlUp is null and @kills >= @endScore
  