anchor.diff:  			EntitiesEventPid = bc_entities:event(BcEntities),
   			gen_event:notify(EntitiesEventPid, {entity_moved, UpdatedBcEntity}),
   			MoveSpeed = bc_entity_config:move_speed(BcEntityConfig),
  -			MoveDelayFloat = 1000 - (1000 * MoveSpeed),
  -			MoveDelayInt = erlang:trunc(MoveDelayFloat),
  -			TimerRef = gen_fsm:send_event_after(MoveDelayInt, action_complete),
  +			TimeRef = send_action_complete(MoveSpeed),
   			{next_state, moving, State#state{entity = UpdatedBcEntity,
   											 timer = TimerRef}};
   		{error, _} ->
   			sense(State)
   	end.
  +
  +send_action_complete(Speed) ->
  +	DelayFloat = 1000 - (1000 * Speed),
  +	DelayInt = erlang:trunc(DelayFloat),
  +	gen_fsm:send_event_after(DelayInt, action_complete).
   
   move_entity(Direction, #state{entity = BcEntity, map = BcMap} = State) ->
   	OriginalBcCollision = bc_entity:to_collision(BcEntity),
  
positive.code: 										   entity_config = BcEntityConfig,
  										   entities = BcEntities,
  										   entity_event_handler = EventHandler} = State) ->
  	UpdatedState =
  		case EventHandler of
  			undefined ->			
  
negative.code: 
  handle_event({entity_died, EnemyBcEntity}, StateName, StateData) ->	
      {next_state, StateName, StateData};
  handle_event({entity_damaged, Damage}, StateName, #state{entity = BcEntity,
  														 entities = BcEntities,
  														 map = BcMap} = State) ->
  	case bc_entity:health(BcEntity) - Damage of
  		UpdatedHealth when UpdatedHealth > 0 ->
  			DamagedEntity = bc_entity:set_health(BcEntity, UpdatedHealth),
  			bc_entities:insert(DamagedEntity, BcEntities),
  			EntitiesEventPid = bc_entities:event(BcEntities),
  			gen_event:notify(EntitiesEventPid, {entity_damaged, DamagedEntity}),
  			{next_state, StateName, State#state{entity = DamagedEntity}};
  		UpdatedHealth when UpdatedHealth =< 0 ->
  			DeadEntity = bc_entity:set_health(BcEntity, UpdatedHealth),
  			BcCollision = bc_entity:to_collision(BcEntity),
  			bc_map:delete_collision(BcMap, BcCollision),
  			Uuid = bc_entity:uuid(BcEntity),
  			bc_entities:delete(Uuid),
  			EntitiesEventPid = bc_entities:event(BcEntities),
  			gen_event:notify(EntitiesEventPid, {entity_died, DeadEntity}),
  			{stop, entity_died, State#state{entity = DeadEntity}}
  	end;
  handle_event(Event, StateName, StateData) ->
    {next_state, StateName, StateData}.
  
  