anchor.diff:  (defvar *static-objects* nil)
   
   (defvar *manual-objects* nil)
  +(defvar *laser1-position* nil)
   
   (defvar *direction* '(0 0))
   (defvar *jump* nil)
  
positive.code: 		    (sb-cga:vec+ pos movement))
  	      (position-cylinder node (aref pos 0) (aref pos 2))))))))
     
   (let ((start (sb-cga:vec 0.0 2.0 10.0))
  	       (end   (sb-cga:vec 0.0 2.0 20.0))
  	       (pos   (sb-cga:vec 0.0 2.0 10.0))
  	       (speed .5))
  	   (if (< (sb-cga:vec-length (sb-cga:vec- pos end)) speed)
  	       t
  	       (setf pos 
  		     (sb-cga:vec+ pos 
  				  (sb-cga:vec* 
  				   (sb-cga:normalize 
  				    (sb-cga:vec- end start))
  				   speed)))))
   (let ((start (sb-cga:vec 0.0 2.0 10.0))
  	       (end   (sb-cga:vec 0.0 2.0 20.0))
  	       (pos   (sb-cga:vec 0.0 2.0 10.0))
  	       (speed .5))
  	   (if (< (sb-cga:vec-length (sb-cga:vec- pos end)) speed)
  	       t
  	       (setf pos 
  		     (sb-cga:vec+ pos 
  				  (sb-cga:vec* 
  				   (sb-cga:normalize 
  				    (sb-cga:vec- end start))
  				   speed)))))
  
  
  (defun make-game-maze (width height)
  
negative.code: 		     (+ (* a 1-distance) (* b distance)))
  	     x y))))
  
  (defun make-move-cylinder-func (node maze start end speed handler)
    (let* ((pos      start)
  	 (movement (sb-cga:vec* 
  		    (sb-cga:normalize 
  		     (sb-cga:vec- end start))
  		    speed)))
      (lambda ()
        (let ((distance (sb-cga:vec-length (sb-cga:vec- pos end))))
  	(if (<  distance speed)
  	    (progn (funcall handler) nil)
  	    (progn
  