anchor.diff:      @gameTypeText.destroy()
       @unpauseText.destroy()
       @previousRecordText.destroy()
  -    <%#@playAgain.destroy()%>
  -    <%#@mainMenu.destroy()%>
  +    @playAgain.destroy()
  +    @mainMenu.destroy()
       @game.paused = false
   
     displayEnd: (win) ->
  
positive.code:     else
        highScore = Store.get("survival-#{@game.lengthMultplier}")
        @previousRecordText.text = "(previous record: #{highScore} kills)" if highScore?
      @unpauseText = @add.text(400, 380, "Click/tap outside this box to resume game",
        { font: '18px Army Wide', fill: '#fff' }
      )
      @unpauseText.anchor.setTo(0.5, 0.5)
      <%#@playAgain = @add.text(400, 320, "Restart Game",%>
        <%#{ font: '24px Army Wide', fill: '#fff' }%>
      <%#)%>
      <%#@playAgain.anchor.setTo(0.5, 0.5)%>
      <%#@playAgain.inputEnabled = true%>
      <%#@playAgain.events.onInputDown.add( ->%>
        <%#@restartGame()%>
      <%#, this)%>
  
      <%#@mainMenu = @add.text(400, 350, "Back to Main Menu",%>
        <%#{ font: '24px Army Wide', fill: '#fff' }%>
      <%#)%>
      <%#@mainMenu.anchor.setTo(0.5, 0.5)%>
      <%#@mainMenu.inputEnabled = true%>
      <%#@mainMenu.events.onInputDown.add( ->%>
        <%#@quitGame()%>
      <%#, this)%>
  
      @input.onDown.add( (e) ->
        return unless @game.paused
        if e.x > 100 and e.x < 700 and e.y > 70 and e.y < 470
          <%#if e.x > 290 and e.x < 510 and e.y > 310 and e.y < 330%>
            <%#@restartGame()%>
          <%#if e.x > 250 and e.x < 550 and e.y > 340 and e.y < 360%>
            <%#@quitGame()%>
        else
          @resumeGame()
      , this)
  
negative.code:       @drainCounter.loop(60000, ->
          @energy -= @calcDrain()
          @adjustEnergyBar()
          penalty = @add.text(165, @barHeight, "-#{@calcDrain()}", { font: '24px Army Wide', fill: '#fff' })
          penalty.anchor.setTo(0.5, 0.5)
          rise = @add.tween(penalty)
          rise.to({ y: @barHeight + 50 })
          fade = @add.tween(penalty)
          fade.to({ y: @barHeight + 100, alpha: 0 })
          rise.chain(fade)
          fade.onComplete.add(->
            @destroy()
  