anchor.diff:        ), this)
         @rewards.push(rewards)
   
  -    @deck = @game.add.sprite(0, 520, 'deck')
   
       @bullets = []
       for bullet in @BULLET_TYPES
  
positive.code:       bullets.setAll('outOfBoundsKill', true)
        bullets.setAll('checkWorldBounds', true)
        @bullets.push bullets
  
      @turrets = {}
      for i in @BULLET_TYPES
  
negative.code:   collisionHandler: (bullet, enemy) ->
      if bullet.key is 'bullet-burst'
        bullets = @bullets[0]
        angle = Math.random() * 2 * Math.PI
        for i in [0..4]
          b = bullets.getFirstExists(false)
          b.reset(bullet.x, bullet.y)
          b.body.velocity.x = Math.cos(angle + (i * Math.PI * 2 / 5)) * 200
          b.body.velocity.y = Math.sin(angle + (i * Math.PI * 2 / 5)) * 200
  
      bullet.kill()
      if Math.random() < @HIT_RATE[bullet.key][enemy.key]
  