anchor.diff:        @adjustKillBar()
       else
         @endScore = @ENEMY_LVL_CHART[kills].end / @game.lengthMultplier
  -      @endText = @add.text 400, 50, "Destroy an elite fighter or reach #{@endScore} kills to win", { font: '14px Army Wide', fill: '#fff' }
  -      @endText.anchor.setTo(0.5, 0.5)
  +      if @game.gameType is 'Time Attack'
  +        @endText = @add.text 400, 50, "Destroy an elite fighter or reach #{@endScore} kills to win", { font: '14px Army Wide', fill: '#fff' }
  +        @endText.anchor.setTo(0.5, 0.5)
   
     unlockEnemy: (enemyIdx, spawnRate, maxCount) ->
       @enemySpawners[enemyIdx] = @game.time.events.loop(spawnRate, @spawnEnemy, this, enemyIdx)
  
positive.code: 
      @addInstructionText 'There are 3 firing modes:', 40, 90
  
      @addInstructionText 'Single - single turret, fastest rate of fire', 40, 130
      @addInstructionText 'Triple - use 3 turrets but fire rate is halved', 40, 155
      @addInstructionText 'Bomb   - slowest fire rate, drop a bomb that explodes ', 40, 180
      @addInstructionText '         into 10 shots aftera short delay', 40, 205
  
      @addInstructionText 'You regain energy by destroying enemies. ', 40, 245
      @addInstructionText 'Tougher enemies give more energy, but still count as 1 kill.', 40, 270
  
negative.code: 
      @checkCollision()
  
      if @energy <= 0 and (true for bullets in @bullets when bullets.countLiving() > 0).length <= 0 and (@bombs.countLiving() <= 0)
        @displayEnd(false)
  
    render: ->
  