anchor.diff:              if  time >= player.GetLastTimeJump world + 12L &&
                   time <= player.GetLastTimeOnGround world + 10L then
                   let world = player.SetLastTimeJump time world
  -                let world = World.applyBodyLinearImpulse (v3 0.0f 2000.0f 0.0f) (player.GetPhysicsId world) world
  +                let world = World.applyBodyLinearImpulse (v3 0.0f JumpForce 0.0f) (player.GetPhysicsId world) world
                   let world = World.playSound Constants.Audio.SoundVolumeDefault Assets.Gameplay.JumpSound world
                   (Cascade, world)
               else (Cascade, world)
  
positive.code:             (bullet, world)
  
          static let propelBullet (bullet : Entity) world =
              let world = World.applyBodyLinearImpulse (v3 15.0f 0.0f 0.0f) (bullet.GetPhysicsId world) world
              World.playSound Constants.Audio.SoundVolumeDefault Assets.Gameplay.ShotSound world
  
          static let shootBullet (player : Entity) world =
  
negative.code:     type PlayerDispatcher () =
          inherit EntityDispatcher2d ()
  
          static let [<Literal>] WalkForce = 1750.0f
          static let [<Literal>] FallForce = -5000.0f
          static let [<Literal>] ClimbForce = 2000.0f
          static let [<Literal>] JumpForce = 3000.0f
          static let [<Literal>] BulletForce = 25.0f
  
          static let createBullet (player : Entity) world =
              let mutable playerTransform = player.GetTransform world
  