anchor.diff:              p.sprite = "sword";
               p.type = SPRITE_PLAYER;
               p.collisionMask = SPRITE_ENEMY;
  +            p.z = 3;
   
               this._super(p);
               this.add("2d, animation");
  
positive.code:     console.log("<%= asset_path("full-heart.png") %>, <%= asset_path("half-heart.png") %>, <%= asset_path("broken-heart.png") %>, <%= asset_path("background.tmx") %>, <%= asset_path("zelda_hand_tiles.png") %>, <%= asset_path("zelda_hand_test.tmx") %>, <%= asset_path("room_0.tmx") %>, <%= asset_path("room_1.tmx") %>, <%= asset_path("room_2.tmx") %>, <%= asset_path("room_3.tmx") %>");
      Q.load("<%= asset_path('stone.png')%>, <%= asset_path('heart_blade.png')%>, <%= asset_path('heart_tree.png')%>, <%= asset_path("full-heart.png") %>, <%= asset_path("half-heart.png") %>, <%= asset_path("broken-heart.png") %>, <%= asset_path("background.tmx") %>, <%= asset_path("zelda_hand_tiles.png") %>, <%= asset_path("zelda_hand_test.tmx") %>, <%= asset_path("room_0.tmx") %>, <%= asset_path("room_1.tmx") %>, <%= asset_path("room_2.tmx") %>, <%= asset_path("room_3.tmx") %>", function() {
          Q.sheet("hand","<%= asset_path('zelda_hand_tiles.png') %>", { tilew: 32, tileh: 32});
          Q.stageScene("overworld", 0, { sort: function (a, b) {
              return a.p.z > b.p.z;
          }});
          Q.stageScene("heart_bar", 1);
  
          /* the player could already be dead... */
  
negative.code:             tileH: 32,
              x: room_origin.x / 2,
              y: room_origin.y / 2,
              z: 1,
              type: SPRITE_TILES
          });
      };
  