anchor.diff:    (do-seq-hash (key value rectangle-hash-map)
       (format t "~&key:~a value:~a~%" key value)))
   
  -
   (defun new-print-rectangles (rectangle-hash-map)
     (do-seq-hash (rectangle key rectangle-hash-map)
       (format t "~&key:~a value:~a~%" key rectangle)))
   
  -(defun add-rectangle-as (name rectangle &key (as :dynamic))
  +(defun add-rectangle-as (name rectangle &key (as :dynamic) to)
     (let* ((seq-hash-table
  -	  (ecase as
  -	    (:dynamic *dynamic-rectangles*)
  -	    (:static *static-rectangles*)))
  +	  (if to
  +	      to
  +	      (ecase as
  +		(:dynamic *dynamic-rectangles*)
  +		(:static *static-rectangles*))))
   	 (rectangles-container (the-table seq-hash-table)))
       (multiple-value-bind (value set?) (gethash name rectangles-container)
         (declare (ignore value))
  
positive.code: (in-package :game-objects)
  
  
  ;;Sequential HASH-TABLe---------------------------------------------------------
  
  ;; why can't (class-of <hash-table>) be the superclass?
  ;; This provides a hash-table where the order of the keys is specified. This is needed
  
negative.code: ;;       ;; (setf y2 (vec2+ y2 point-vec2))
  ;;       ))))
  
  
  
  (defun get-position (rectangle-name)
    (slot-value (get-rectangle rectangle-name) 'x1))
  
  