anchor.diff:    }
   
     /// Draws a health bar for [actor].
  -  void drawHealthBar(Terminal terminal, int y, Actor actor) {
  +  void _drawHealthBar(Terminal terminal, int y, Actor actor) {
       // Show conditions.
       var conditions = [];
   
  
positive.code:     // a raw direction, target the monster in that direction for subsequent
      // shots).
      if (target == null || target.pos != pos) {
        for (var step in new Los(game.hero.pos, pos)) {
          // Stop if we hit a wall.
          if (!game.stage[step].isTransparent) break;
  
          // See if there is an actor there.
          final actor = game.stage.actorAt(step);
          if (actor != null) {
            target = actor;
            break;
  
negative.code:     draw("Toughness", warrior.toughness);
    }
  
    Color _getColorForElement(Element element) {
      switch (element) {
        case Element.NONE: return Color.LIGHT_BROWN;
        case Element.AIR: return Color.LIGHT_AQUA;
  