anchor.diff:  }
   
   
  -var toMilliseconds(seconds)
  +//**********************  Move to utility js
  +var toMilliseconds = function(seconds)
   {
   	return seconds/1000;
   };
  -
  +//**********************
   
   
   var main = function()
  
positive.code: 
  var input = function(dt)
  {
  	if(38 in keyDown)
  	{
  		//  Do something when you press up
  
  		
  	}
  };
  
  //  TODO: Wrap image in class that knows if its loaded
  
negative.code: //  Creating canvas
  var ctx = document.getElementById('canvasGame').getContext('2d');  
  
  //  Loading images
  var img = new Image();
  img.src = '<%= asset_path 'images/seal.jpg' %>'
  /* more info: http://stackoverflow.com/questions/7381041/url-of-images-in-javascript-code-using-rails-3-1-asset-pipeline */
  
  var update = function(dt)
  {
  