anchor.diff:          stage.p = {};
           stage.p.rooms = [];
   
  -        var room       = new Q.Room({ dataAsset: Q.rooms.items[Q.state.get("room")], layerIndex: 0, sheet: 'hand', tileW: 32, tileH: 32, type: SPRITE_TILES });
  -        var background = new Q.Room({ dataAsset: '<%= asset_path("background.tmx") %>', layerIndex: 0, sheet: 'hand', tileW: 32, tileH: 32, type: Q.SPRITE_NONE });
  +        var room       = new Q.Room({ dataAsset: Q.rooms.items[Q.state.get("room")], layerIndex: 0, sheet: 'hand', tileW: 32, tileH: 32, type: SPRITE_TILES, z: 1 });
  +        var background = new Q.Room({ dataAsset: '<%= asset_path("background.tmx") %>', layerIndex: 0, sheet: 'hand', tileW: 32, tileH: 32, type: Q.SPRITE_NONE, z: 0 });
           stage.insert(background);
           stage.collisionLayer(room);
           stage.p.rooms[Q.state.get("room")] = room;
  
positive.code:         init: function (p) {
              p.asset = '<%= asset_path("heart_blade.png") %>';
              p.type = SPRITE_TILES;
  
              this._super(p);
          }
  
negative.code:         init: function (p) {
              p.asset = '<%= asset_path("heart_tree.png") %>';
              p.type = SPRITE_TILES;
              p.z = 2;
  
              this._super(p);
          }
  