anchor.diff:  
     setupDeck: ->
       @deck = @add.sprite(0, 520, 'assets', 'deck')
  -    @energyContainer = @add.sprite(400, 550, 'assets', 'energy-container')
  +
  +    @barHeight = if @game.gameType is 'Time Attack' then 30 else 40
  +    
  +    @energyContainer = @add.sprite(165, @barHeight, 'assets', 'kill-container')
       @energyContainer.anchor.setTo 0.5, 0.5
   
       @energyFills = []
       for i in @ENERGY_BARS
  -      bar = @add.sprite(302, 550, 'assets', 'energy-' + i)
  +      bar = @add.sprite(37, @barHeight, 'assets', 'energy-' + i)
         bar.anchor.setTo 0, 0.5
         bar.kill()
         @energyFills.push bar
   
  -    @killContainer = @add.sprite(400, 580, 'assets', 'kill-container')
  +    @killContainer = @add.sprite(635, @barHeight, 'assets', 'kill-container')
       @killContainer.anchor.setTo 0.5, 0.5
  -    @killFill = @add.sprite(272, 580, 'assets', 'kill-fill')
  +    @killFill = @add.sprite(507, @barHeight, 'assets', 'kill-fill')
       @killFill.anchor.setTo 0, 0.5
       @killFill.scale.setTo 0, 1
   
  
positive.code:         @soundIcon.play('off')
      , this)
  
      @optionsIcon = @add.sprite(520, 550, 'assets', 'options')
      @optionsIcon.anchor.setTo(0.5, 0.5)
      @optionsIcon.inputEnabled = true
      @optionsIcon.events.onInputDown.add( ->
  
negative.code:     @bbtnd = {}
      # toggle bullet types
      for i in @FIRING_TYPES
        @bbtnd[i] = @add.sprite(495 + (@FIRING_TYPES.indexOf(i)) * 95, 535, 'assets', 'bbtnd-' + i)
        @bbtnd[i].inputEnabled = true
        @bbtn[i] = @add.sprite(495 + (@FIRING_TYPES.indexOf(i)) * 95, 535,'assets',  'bbtn-' + i)
        @bbtn[i].inputEnabled = true
        @bbtnd[i].kill()
  
  