anchor.diff:    
     //loading resources via resourceManager
     resourceManager.load().then((_){
  +
       //making our ship
  -    Bitmap ship = new Bitmap(resourceManager.getBitmapData("ship"));
  -    
  -    //add the ship to the stage
  +    Ship ship = new Ship(resourceManager.getBitmapData("ship"),100,100);
  +
  +    //add the ship to the stage and the juggler
       stage.addChild(ship);
  -    ship.x = 400;
  -    ship.y = 300;
  +    stage.juggler.add(ship);
       
       //the stage needs to be an interactive object,
       //so we can use it for keyboard events
  
positive.code:     const rightArrow = 39;
      const downArrow = 40;
  
      //calculating the speed of the ship
      int distanceInPixels = 50;
      double timeInSeconds = 0.5;
      int speed = (distanceInPixels/timeInSeconds).round();
  
      //Event handling for cursor keys onKeyDown events
      // value is a Keyboard event
      stage.onKeyDown.listen((value){
        //print(value.keyCode);
  
        tween = new Tween(ship, timeInSeconds, TransitionFunction.linear);
  
        //switch statemant to decide which cursor keys was down
        switch(value.keyCode){
            case leftArrow:
              tween.animate.x.to(ship.x-speed);
              juggler.add(tween);
              break;
            case upArrow:
              tween.animate.y.to(ship.y-speed);
              juggler.add(tween);
              break;
            case rightArrow:
              tween.animate.x.to(ship.x+speed);
              juggler.add(tween);
              break;
            case downArrow:
              tween.animate.y.to(ship.y+speed);
              juggler.add(tween);
              break;
        }
          
  
negative.code:     //Event listener for cursor keyUP events
      stage.onKeyUp.listen((value){
  
        switch(value.keyCode){
          case leftArrow:
            ship.movingLeft = false;
            break;
          case upArrow:
            ship.movingUp = false;
            break;
          case rightArrow:
            ship.movingRight = false;
            break;
          case downArrow:
            ship.movingDown = false;
            break;
        }
  
      });
  