anchor.diff:                  Some { TileMap = tileMap; TileMapSizeM = tileMapSizeM; TileSizeI = tileSizeI; TileSizeF = tileSizeF; TileMapSizeI = tileMapSizeI; TileMapSizeF = tileMapSizeF; TileSet = tileSet; TileSetSize = tileSetSize }
               | None -> None
   
  -        let tryMakeTileDescriptor (tm : Entity) tmd (tl : TmxLayer) tileIndex world =
  +        let tryMakeTileDescriptor (entity : Entity) tmd (tl : TmxLayer) tileIndex world =
               let tileMapRun = tmd.TileMapSizeM.X
               let (i, j) = (tileIndex % tileMapRun, tileIndex / tileMapRun)
               let tile = tl.Tiles.[tileIndex]
  
positive.code:              define Entity.TextColor Color.Black
               define Entity.TextDisabledColor (Color (byte 64, byte 64, byte 64, byte 192))]
  
          override this.Actualize (text, world) =
              let textStr = text.GetText world
              if text.GetVisible world && not (String.IsNullOrWhiteSpace textStr) then
                  let transform =
                      { Position = text.GetPosition world + text.GetMargins world
                        Size = text.GetSize world - text.GetMargins world * 2.0f
                        Rotation = 0.0f
                        Depth = text.GetDepth world + 0.5f
                        Flags = text.GetFlags world }
                  World.enqueueRenderMessage
                      (LayeredDescriptorMessage
                          { Depth = transform.Depth
                            PositionY = transform.Position.Y
                            AssetTag = text.GetFont world |> AssetTag.generalize
                            RenderDescriptor =
                              TextDescriptor
                                  { Transform = transform
                                    Text = textStr
                                    Font = text.GetFont world
                                    Color = if text.GetEnabled world then text.GetTextColor world else text.GetTextDisabledColor world
                                    Justification = text.GetJustification world }})
                      world
              else world
  
  
negative.code:         inherit EntityDispatcher ()
  
          static let handleMouseLeft evt world =
              let entity = evt.Subscriber : Entity
              let data = evt.Data : MouseButtonData
              let handling =
                  if entity.GetSelected world && entity.GetVisible world then
                      let mousePositionWorld = World.mouseToWorld (entity.GetAbsolute world) data.Position world
                      if data.Down &&
                         entity.GetSwallowMouseLeft world &&
                         Math.isPointInBounds mousePositionWorld (entity.GetBounds world) then
                         Resolve
                      else Cascade
                  else Cascade
  