anchor.diff:  			translateY = view.worldElementHeight - (currentStreet.bounds.height - top);
   		}
   
  +		// Move up to simulate moving back
  +		translateY -= z;
  +
   		camera.setCameraPosition(camX ~/ 1, camY ~/ 1);
   
   		//translateZ forces the whole operation to be gpu accelerated
   		String transform = 'translateX(' + translateX.toString() + 'px) translateY(' + translateY.toString() + 'px) translateZ(0)';
  -		num scale = getScale();
   
   		if (!facingRight) {
   			transform += ' scale3d(-$scale, $scale, $scale)';
  
positive.code: 			//for jumps/falling
  			if (doPhysicsApply && !climbingUp && !climbingDown) {
  				// walking
  				yVel -= yAccel * dt;
  				top += yVel * dt;
  			} else {
  				// climbing
  				if (inputManager.downKey == true) {
  					top += physics.speed * dt;
  				}
  
  				if (inputManager.upKey == true) {
  					top -= physics.speed * dt;
  				}
  			}
  
  
negative.code: 
  			if (inputManager.rightKey == true) {
  				// moving right
  				left += physics.speed * dt * scale;
  				facingRight = true;
  				moving = true;
  				updateLadderStatus(dt);
  			} else if (inputManager.leftKey == true) {
  				// moving left
  				left -= physics.speed * dt * scale;
  				facingRight = false;
  				moving = true;
  				updateLadderStatus(dt);
  