anchor.diff:    collisionHandler: (bullet, enemy) ->
       if bullet.key is 'bullet-burst'
         bullets = @bullets[0]
  -      angle = (Math.random() * 2 * Math.PI) - Math.PI
  -      for i in [1..5]
  +      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) * 200
  -        b.body.velocity.y = Math.sin(angle * i) * 200
  +        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]
  
positive.code:       bullets.setAll('outOfBoundsKill', true)
        bullets.setAll('checkWorldBounds', true)
        @bullets.push bullets
  
      @turrets = {}
      for i in @BULLET_TYPES
  
negative.code:       ), this)
        @rewards.push(rewards)
  
  
      @bullets = []
      for bullet in @BULLET_TYPES
  