     {
         NanoRect  platform;  // platform position on the screen
         NanoPoint ball;      // ball position on the screen
-        int16_t   ballX;     // ball position in ^PIX_BITS coordinates
-        int16_t   ballY;     // ball position in ^PIX_BITS coordinates
+        NanoPoint ballScaled;// ball position in ^PIX_BITS coordinates
         NanoPoint ballSpeed; // ball speed in *2 coordinates
         uint8_t   blocks[BLOCK_NUM_ROWS][MAX_BLOCKS_PER_ROW];
         uint8_t   blocksLeft;

        }
    }
    while (moveBall);
    engine.refresh( gameState.battleField.ball );
}

void battleFieldLoop(void)

void startBattleField(bool reload)
{
    engine.refresh();
    gameState.battleField.platform.setRect( 4, 56, 15, 58 );
    gameState.battleField.ball.setPoint( 9, 55);
    gameState.battleField.ballScaled = gameState.battleField.ball << PIX_BITS;
    gameState.battleField.ballSpeed.setPoint( 3, -(1<<PIX_BITS) );
    engine.drawCallback( drawBattleField );
    engine.loopCallback( battleFieldLoop );
