anchor.diff:  {
   	//  Check if images is ready
   	//		Dislay image, ctx.drawImage();
  +	if(sealReady)
  +	{
  +		ctx.drawImage(img,x,y);
  +	}
   }
   
   
  
positive.code: 	delete keysDown[e.keyCode];
  }, false);
  
  
  var input = function(dt)
  {
  
  };
  
  //  TODO: Wrap image in class that knows if its loaded
  
negative.code: 	input(dt);
  };
  
  
  var sealReady = false;
  img.onload = function () {
     sealReady = true;
  }
  
  // Old and new keyboard states
  