anchor.diff:            game.selectedBullet = i
           , this)
         )(@bbtn[i], @bbtnd[i], i, this)
  -
  -      unless i is @selectedBullet
  -        @turrets[i].kill()
  -        @bbtn[i].kill()
   
       @ammoText = @game.add.text(400, 545, 'Energy: ' + @ammo, { font: '14px Army Wide', fill: '#fff' })
       @ammoText.anchor.setTo(0.5, 0.5)
  
positive.code:       @bbtnd[i].inputEnabled = true
        @bbtn[i] = @game.add.sprite(100 + (@BULLET_TYPES.indexOf(i)) * 60, 535, 'bbtn-' + i)
        @bbtn[i].inputEnabled = true
  
        ((spriteGroup, disabledSpriteGroup, i, game) ->
          spriteGroup.events.onInputDown.add( () ->
  
negative.code:         unless i is @selectedBullet
            @turrets[i].kill()
            @bbtn[i].kill()
            @bbtnd[i].reset(100 + (@BULLET_TYPES.indexOf(i)) * 60, 535)
          else
            @bbtnd[i].kill()
            @bbtn[i].reset(100 + (@BULLET_TYPES.indexOf(i)) * 60, 535)
        @turrets[@selectedBullet].reset(400, 525)
        @lastSelectedBullet = @selectedBullet
  
  