anchor.diff:          inherit EntityDispatcher2d ()
           
           static let move (enemy : Entity) world =
  -            let force = v3 -500.0f -2500.0f 0.0f
  +            let force = v3 -750.0f -5000.0f 0.0f
               World.applyBodyForce force (enemy.GetPhysicsId world) world
   
           static let die (enemy : Entity) world =
  
positive.code:     type PlayerDispatcher () =
          inherit EntityDispatcher2d ()
  
          static let [<Literal>] WalkForce = 1100.0f
          static let [<Literal>] FallForce = -4000.0f
          static let [<Literal>] ClimbForce = 1500.0f
  
          static let createBullet (player : Entity) world =
              let mutable playerTransform = player.GetTransform world
  
negative.code:             (bullet, world)
  
          static let propelBullet (bullet : Entity) world =
              let world = World.applyBodyLinearImpulse (v3 BulletForce 0.0f 0.0f) (bullet.GetPhysicsId world) world
              World.playSound Constants.Audio.SoundVolumeDefault Assets.Gameplay.ShotSound world
  
          static let shootBullet (player : Entity) world =
  