anchor.diff:     */
     int getGlobalTime() {
       DateTime dt = new DateTime.now();
  -    Duration out = dt.difference(startTime);
  +    Duration out = dt.difference(_startTime);
       int diff = out.inSeconds;
  -    return roundTime + diff;
  +    return _roundTime + diff;
     }
   
     /*
      *sets the statistics to the given values. Used when loading from a savegame
      */
     loadStats(Map<String, int> stats) {
  -    this.localMoves = stats.remove("localMoves");
  -    this.globalMoves = stats.remove("globalMoves");
  -    this.localPushes = stats.remove("localPushes");
  -    this.globalPushes = stats.remove("globalPushes");
  -    this.localTime = stats.remove("localTime");
  -    this.globalTime = stats.remove("globalTime");
  -    this.startTime = new DateTime.now();
  +    this._localMoves = stats.remove("localMoves");
  +    this._globalMoves = stats.remove("globalMoves");
  +    this._localPushes = stats.remove("localPushes");
  +    this._globalPushes = stats.remove("globalPushes");
  +    this._localTime = stats.remove("localTime");
  +    this._globalTime = stats.remove("globalTime");
  +    this._startTime = new DateTime.now();
       if (stats.containsKey("roundTime")) {
  -      this.roundTime = stats.remove("roundTime");
  +      this._roundTime = stats.remove("roundTime");
       } else {
  -      this.roundTime = 0;
  +      this._roundTime = 0;
       }
     }
     /*
  
positive.code: class Statistics {
    var localMoves;
    var globalMoves;
    var localPushes;
    var globalPushes;
    DateTime startTime;
    var roundTime;
    int resets;
  
    //not used yet
    var localTime;
    var globalTime;
  
    /**
     * Constructor
     */
    Statistics() {
      this.localMoves = 0;
      this.globalMoves = 0;
      this.localPushes = 0;
      this.globalPushes = 0;
      this.localTime = 0;
      this.globalTime = 0;
      this.startTime = new DateTime.now();
      this.roundTime = 0;
      this.resets = 0;
    }
  
    /**
     * Sets the roundTime which is the used time in the last savegame
     */
    setRoundTime(int time){
      this.roundTime = time;
    }
  
    /**
     * Sets the value of the total Moves used in this round
     */
    setGlobalMoves(int moves){
      this.globalMoves = moves;
    }
  
    /**
     * Sets the value of the total Pushes used in this round
     */
    setGlobalPushes(int pushes){
      this.globalPushes = pushes;
    }
  
    /**
     * Increments the resets
     */
    incResets(){
      this.resets++;
    }
  
    /**
     * sets the resets to the value res
     */
    setResets(int res){
      this.resets = res;
    }
  
    /**
     * returns the number of resets
     */
    int getResets(){
      return this.resets;
    }
  
  
  
negative.code:    * returns the local Moves
     */
    int getLocalMoves() {
      return this._localMoves;
    }
  
    /**
     * returns the global Moves
     */
    int getGlobalMoves() {
      return this._globalMoves;
    }
  
    /**
     * returns the local Pushes
     */
    int getLocalPushes() {
      return this._localPushes;
    }
  
    /**
     * returns the global Pushes
     */
    int getGlobalPushes() {
      return this._globalPushes;
    }
  
    /*
     *returns the used time of the actual game since start or last reset
     */
    int getLocalTime() {
      return this._localTime;
    }
  
    /*
  