anchor.diff:        @rightTurrets[i] = @add.sprite(500, 525, 'assets', 'turret-' + i)
         @rightTurrets[i].anchor.setTo(0.3, 0.5)
   
  -    @soundIcon = @add.sprite(280, 550, 'assets', 'sound-0')
  +    @soundIcon = @add.sprite(360, 560, 'assets', 'sound-0')
       @soundIcon.anchor.setTo(0.5, 0.5)
       @soundIcon.animations.add('on', ['sound-0'])
       @soundIcon.animations.add('off', ['sound-1'])
  
positive.code:       )(@bbtn[i], @bbtnd[i], i, this)
  
      for i in @BULLET_TYPES
        @bbtnd[i] = @add.sprite(5 + (@BULLET_TYPES.indexOf(i)) * 85, 535, 'assets', 'bbtnd-' + i)
        @bbtnd[i].inputEnabled = true
        @bbtn[i] = @add.sprite(5 + (@BULLET_TYPES.indexOf(i)) * 85, 535, 'assets', 'bbtn-' + i)
        @bbtn[i].inputEnabled = true
        @bbtnd[i].kill()
  
  
negative.code:     @timeText.anchor.setTo(0.5, 0.5)
  
  
      @energyText = @add.text(165, @barHeight, 'Energy: ' + @energy, { font: '14px Army Wide', fill: '#fff',  })
      @energyText.anchor.setTo(0.5, 0.5)
      @adjustEnergyBar()
  
      @killText = @add.text(635, @barHeight, "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' })
  