anchor.diff:      @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] = @add.sprite(495 + (@FIRING_TYPES.indexOf(i)) * 95, 535, 'assets', 'bbtnd-' + i)
         @bbtnd[i].inputEnabled = true
  -      @bbtn[i] = @add.sprite(545 + (@FIRING_TYPES.indexOf(i)) * 85, 535,'assets',  'bbtn-' + i)
  +      @bbtn[i] = @add.sprite(495 + (@FIRING_TYPES.indexOf(i)) * 95, 535,'assets',  'bbtn-' + i)
         @bbtn[i].inputEnabled = true
         @bbtnd[i].kill()
   
  
positive.code:     @timeText.anchor.setTo(0.5, 0.5)
  
  
      @energyText = @add.text(400, 550, 'Energy: ' + @energy, { font: '14px Army Wide', fill: '#fff',  })
      @energyText.anchor.setTo(0.5, 0.5)
      @adjustEnergyBar()
  
      @killText = @add.text(400, 580, "Kills: 0", { font: '14px Army Wide', fill: '#fff' })
      @killText.anchor.setTo(0.5, 0.5)
  
      @enemyLvlUpText = @add.text(400, 250, "", { font: '20px Army Wide', fill: '#fff' })
  
negative.code: 
    setupDeck: ->
      @deck = @add.sprite(0, 520, 'assets', 'deck')
  
      @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(37, @barHeight, 'assets', 'energy-' + i)
        bar.anchor.setTo 0, 0.5
        bar.kill()
        @energyFills.push bar
  
      @killContainer = @add.sprite(635, @barHeight, 'assets', 'kill-container')
      @killContainer.anchor.setTo 0.5, 0.5
      @killFill = @add.sprite(507, @barHeight, 'assets', 'kill-fill')
      @killFill.anchor.setTo 0, 0.5
      @killFill.scale.setTo 0, 1
  
  