anchor.diff:  			truncate(velocity, MAX_VELOCITY);
   			position = position.add(velocity);
   			
  +			if(fleeTarget != null)
  +			{
  +				fleeTarget.x = mouseX;
  +				fleeTarget.y = mouseY;
  +				Point fleeVelocity = flee(fleeTarget);
  +				truncate(fleeVelocity, MAX_FORCE);
  +                scaleBy(fleeVelocity, 1 / mass);
  +                velocity = velocity.add(fleeVelocity);
  +                truncate(velocity, MAX_VELOCITY);
  +                position = position.add(velocity);
  +			}
  +			
   			x = position.x;
              	y = position.y;
   //           	if(x < 0 || x > stage.stageWidth || y < 0 || y > stage.stageHeight)
  
positive.code: 		return force;
  	}
  	
  	void normalize(Point point)
  	{
  		double l = sqrt(point.x * point.x + point.y * point.y);
  
negative.code: 	Point velocity;
  	Point target;
  	Point position;
  	Point fleeTarget;
  	num mass = 20;
  	num MAX_FORCE = 3;
  	num MAX_VELOCITY = 1;
  	num SLOWING_RADIUS = 200;
  	num CIRCLE_DISTANCE = 4;
  	num CIRCLE_RADIUS = 20;
  