old_contents: var settings = require("../settings");
  
  // Powerup class
  var Powerup = function (game) {
      // Possible powerup types
      types = settings.powerup.types;
      // Pick random powerup type
      this.content = types[Math.floor(Math.random()*types.length)]
  
      // Pick random spawn point
      this.pos = [Math.random()*(game.map.size[0]-200)+100, Math.random()*(game.map.size[1]-200)+100];
      // but always move down to the first ground    
      while (!game.map.checkCollision(this.pos, 20)[1] && !game.map.checkCollision(this.pos, 20)[0]) {
          this.pos[1]--;
          if (game.checkBounds(this.pos, 20)) break;
      }
  
      this.active = true;
      this.type = "powerup"
  
      this.update = function () {
          // Check if we got picked up
          for (var i=0; i<game.actors.length; i++) {
              var a = game.actors[i];
              // Only check players of course
              if (a.type != "player") continue;
  
              // Check pickup based on distance for simplicity
              var dist = Math.sqrt(Math.pow(this.pos[0]-a.pos[0], 2)+Math.pow(this.pos[1]-a.pos[1], 2))
              if (dist < 5+20) {
                  // Give new weapon to player
                  a.weapon = new Weapon(game, this.content, a);
  
                  // Pickup sound
                  game.sounds.push("powerup");
  
                  // One less powerup on the map
                  game.powerups--;
  
                  // Despawn
                  return 0;
              }
          }
          return 1;
      }
      game.addActor(this);
  }
  
  
  module.exports = Powerup;
new_contents: var settings = require("../settings");
  
  // Powerup class
  var Powerup = function (game) {
      // Possible powerup types
      types = settings.powerup.types;
      // Pick random powerup type
      this.content = types[Math.floor(Math.random()*types.length)]
  
      // Pick random spawn point
      this.pos = [Math.random()*(game.map.size[0]-200)+100, Math.random()*(game.map.size[1]-200)+100];
      // but always move down to the first ground    
      while (!game.map.checkCollision(this.pos, 20)[1] && !game.map.checkCollision(this.pos, 20)[0]) {
          this.pos[1]--;
          if (game.map.checkBounds(this.pos, 20)) break;
      }
  
      this.active = true;
      this.type = "powerup"
  
      this.update = function () {
          // Check if we got picked up
          for (var i=0; i<game.actors.length; i++) {
              var a = game.actors[i];
              // Only check players of course
              if (a.type != "player") continue;
  
              // Check pickup based on distance for simplicity
              var dist = Math.sqrt(Math.pow(this.pos[0]-a.pos[0], 2)+Math.pow(this.pos[1]-a.pos[1], 2))
              if (dist < 5+20) {
                  // Give new weapon to player
                  a.weapon = new Weapon(game, this.content, a);
  
                  // Pickup sound
                  game.sounds.push("powerup");
  
                  // One less powerup on the map
                  game.powerups--;
  
                  // Despawn
                  return 0;
              }
          }
          return 1;
      }
      game.addActor(this);
  }
  
  
  module.exports = Powerup;
subject: fix typo