anchor.diff:      boss = game.add.sprite(game.world.centerX+150, game.world.centerY, 'boss2');
     };
   
  -  // render slime sprites
  +  // render slime sprites and attributes
     slime1 = game.add.sprite(Math.random()*600, Math.random()*600, 'slime')
     game.physics.enable(slime1, Phaser.Physics.ARCADE);
     slime1.collideWorldBounds = true;
  
positive.code:   }
  
    // opening animations
    knight.animations.play('spin', 6, false)
  
    boss.animations.play('rise', 8, false);
  
    
  }
  
  
  // update game environment
  function update() {
    // enable collision between knight and boss
    game.physics.arcade.collide(knight, boss)
  
    game.physics.arcade.collide(knight, slimes)
  
    game.physics.arcade.collide(slimes, slimes)
  
    game.physics.arcade.collide(slimes, boss)
  
    // enable overlapping physics between bullets and boss
  	game.physics.arcade.overlap(bullet, boss, collisionHandler, null, this);
  
    game.physics.arcade.overlap(bullet, slimes, collisionHandler, null, this);
  
    // stop movement when keys are not pressed
  
negative.code:   slime6.animations.play('alive', 6, true);
    slime6.scale.setTo(1.5, 1.5);
  
    // setup slimes group
    slimes = [slime1, slime2, slime3, slime4, slime5, slime6]
  
    // setup boss health, initial position, enable physics on this object
  