code: function(options) {
  			var width, height, left, top;
  
  			// Square - pivot is top left
  			if( options.width ) {
  				width = this.getPixels( options.width);
  				height = this.getPixels( options.height);
  				left = this.getPixels( options.x);
  				top = this.getPixels( options.y);
  
  				// Circle - pivot is center
  			} else {
  				var radius = ! this.options.touchRadius ? options.radius :
  					// size of the box the joystick can go to
  					this.getPixels(options.radius) * 2 +
  					this.getPixels(this.options.touchRadius) / 2;
  				width = height = (radius + this.getPixels(options.stroke)) * 2;
  				left = this.getPixels(options.x) - width / 2;
  				top = this.getPixels(options.y) - height / 2;
  			}
  			var right = left + width;
  			var bottom = top + height;
  
  			if( !this.bound.left || left < this.bound.left ) this.bound.left = left;
  			if( !this.bound.right || right > this.bound.right ){
  				this.bound.right = right;
  			}
  			if( !this.bound.top || top < this.bound.top ) this.bound.top = top;
  			if( !this.bound.bottom || bottom > this.bound.bottom ){
  				this.bound.bottom = bottom;
  			}
  		}
docs: Finds the actual 4 corners of canvas that are being used
  (so we don't have to clear the entire canvas each render)
  Called when each new touchableArea is added in
  @param {object} options - x, y, width, height