anchor.diff:    bullets.enableBody = true;
     bullets.physicsBodyType = Phaser.Physics.ARCADE;
   
  -  for (var i = 0; i < 20; i++)
  -  {
  -      var b = bullets.create(0, 0, 'bullet');
  -      b.name = 'bullet' + i;
  -      b.anchor.setTo(0.5, 0.5);
  -      b.exists = false;
  -      b.visible = false;
  -      b.checkWorldBounds = true;
  -      b.events.onOutOfBounds.add(resetBullet, this);
  -
  +  for (var i = 0; i < 20; i++){
  +    var b = bullets.create(0, 0, 'bullet');
  +    b.name = 'bullet' + i;
  +    b.anchor.setTo(0.5, 0.5);
  +    b.exists = false;
  +    b.visible = false;
  +    b.checkWorldBounds = true;
  +    b.events.onOutOfBounds.add(resetBullet, this);
     }
   
   
  
positive.code: 	knight.body.velocity.x = 0;
    knight.body.velocity.y = 0;
  
    if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
    {
        knight.animations.play('walkLeft', 5, false);
        knight.body.velocity.x = -200;
        attackingDirection = "attackLeft"
    }
    else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
    {
        knight.animations.play('walkRight', 5, false);
        knight.body.velocity.x = 200;
        attackingDirection = "attackRight";
    }
    else if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
    {
        knight.animations.play('walkUp', 5, false);
        knight.body.velocity.y = -200;
        attackingDirection = "attackUp";
    }
    else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
    {
        knight.animations.play('walkDown', 5, false);
        knight.body.velocity.y = 200;
        attackingDirection = "attackDown";
    }
  
  
  
    if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
    {
        fireBullet(attackingDirection);
        knight.animations.play(attackingDirection, 8, false);
    }
  
  }
  
negative.code:     	boss.kill();
      	knight.animations.play('victorious', 7, false);
  		}, 2000);
    }
  }