old_contents: function Game(players) {
    this.$battlefield = $('#battlefield');
    this.$scoreboard = $("#scoreboard");
    this.gravity = 1.2;
    this.players = players;
    this.platforms = [];
  }
  
  Game.prototype.loop = function() {
    var that = this;
    this.players.forEach(function(player) {
      player.move();
      player.dead();
      that.scoreUpdate(player);
      that.winner(player);
      that.roundMap(player);
      that.jumping(player);
      view.updateDisplay(player);
      if (player.jumping === false) {
        that.findGroundUnderPlayer(player);
      }
    });
  }
  
  Game.prototype.inRange = function(attacker, recievers) {
    return recievers.filter(function(reciever) {
      return ((attacker.x < reciever.x) && attacker.facing == "right" && Math.abs(attacker.x - reciever.x) < 50) && (attacker.y - reciever.y) < 7 || ((attacker.x > reciever.x) && attacker.facing == "left" && Math.abs(attacker.x - reciever.x) < 50) && (attacker.y - reciever.y) < 7
    })
  }
  
  Game.prototype.jumping = function(player) {
    if (player.jumping) {
      view.updateGif(player, "jump");
      player.yVel += this.gravity
      player.y += player.yVel;
      // when player hits ground
      if (player.y > this.findGroundUnderPlayer(player)) {
        player.yVel = 0;
        player.y = this.findGroundUnderPlayer(player);
        player.jumping = false;
        player.setDirection(player.facing);
      }
    }
  }
  
  Game.prototype.initDisplay = function() {
    var that = this;
    this.players.forEach(function(player) {
      player.$sprite = $("<div class='player'></div>").css('background-image', player.sprite.standRight);
      that.$battlefield.append(player.$sprite);
      that.$scoreboard.append('<li class="scores" id="' + player.character + '"></li>');
    });
  }
  
  Game.prototype.scoreUpdate = function() {
    this.players.forEach(function(player) {
      $(player.scoreId).text(player.character + " | " + "score " + player.score + " " + "health " + player.health + " " + "energy " + player.energy);
    });
  }
new_contents: function Game(players) {
    this.$battlefield = $('#battlefield');
    this.$scoreboard = $("#scoreboard");
    this.gravity = 1.2;
    this.players = players;
    this.platforms = [];
  }
  
  Game.prototype.loop = function() {
    var that = this;
    this.players.forEach(function(player) {
      player.move();
      player.dead();
      that.scoreUpdate(player);
      that.winner(player);
      that.roundMap(player);
      that.jumping(player);
      view.updateDisplay(player);
      if (player.jumping === false) {
        that.findGroundUnderPlayer(player);
      }
    });
  }
  
  Game.prototype.inRange = function(attacker, recievers) {
    return recievers.filter(function(reciever) {
      return ((attacker.x < reciever.x) && attacker.facing == "right" && Math.abs(attacker.x - reciever.x) < 50) && (attacker.y - reciever.y) < 7 || ((attacker.x > reciever.x) && attacker.facing == "left" && Math.abs(attacker.x - reciever.x) < 50) && (attacker.y - reciever.y) < 7
    })
  }
  
  Game.prototype.jumping = function(player) {
    if (player.jumping) {
      view.updateGif(player, "jump");
      player.yVel += this.gravity
      player.y += player.yVel;
      // when player hits ground
      if (player.y > this.findGroundUnderPlayer(player)) {
        player.yVel = 0;
        player.y = this.findGroundUnderPlayer(player);
        player.jumping = false;
        player.setDirection(player.facing);
      }
    }
  }
  
  Game.prototype.initDisplay = function() {
    var that = this;
    this.players.forEach(function(player) {
      player.$sprite = $("<div class='player'></div>").css('background-image', player.sprite.standRight);
      that.$battlefield.append(player.$sprite);
      that.$scoreboard.append('<li class="scores" id="' + player.character + '"></li>');
    });
  }
  
  Game.prototype.scoreUpdate = function() {
    this.players.forEach(function(player) {
      $(player.scoreId).text(player.character + " | " + "score " + player.score + " " + "health " + player.health + " " + "energy " + player.energy);
    });
  }
  
  Game.prototype.winner = function() {
    this.players.forEach(function(player) {
      if (player.score === 10) {
        alert(player.character + " wins!")
        document.location.reload(true);
      }
    });
  }
subject: Create function in game controller to declare a winner