anchor.diff:  }
   
   function fireBullet(direction) {
  -
     if (game.time.now > bulletTime){
       bullet = bullets.getFirstExists(false);
       game.add.tween(bullet).to( { angle: 360 }, 2000, Phaser.Easing.Linear.None, true);
  
positive.code:   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);
  
    }
  
  
  
negative.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);
    }
  
  }
  