anchor.diff:    bullets.enableBody = true;
     bullets.physicsBodyType = Phaser.Physics.ARCADE;
   
  -  // 
  +  // individual bullet setup and physics
     for (var i = 0; i < 20; i++){
       var b = bullets.create(0, 0, 'bullet');
       b.name = 'bullet' + i;
  
positive.code: var attackingDirection;
  var enemiesAlive = 7;
  
  
  
  // create game environment
  var game = new Phaser.Game(600, 600, Phaser.AUTO, 'donut-knight', { preload: preload, create: create, update: update });
  
  
negative.code:     setTimeout(function(){
        enemy.kill();
      }, 2000);
    }else{
      enemy.animations.play('flinch', 5, false);
    };
    
    // if all enemies are dead, stop player movement, make knight hit a sweet spin move,
    // delete instructional text, display winning text
    if (enemiesAlive <= 0){
    	game.input.keyboard.destroy();
    	knight.body.velocity.x = 0;
  