anchor.diff:    }
   
     bool acquireTarget(BattleSystem battleSystem, num dt) {
  -    minimumTargetDistance = 10000;
  +    bool foundTarget = false;
  +
  +    num minimumTargetDistance = 10000;
   
       // Then look for a target
       for (num i = 0; i < battleSystem.battleUnits.length; i++) {
  
positive.code:       }
      }
  
      accumulator.normalize();
      accumulator.scale(maxSpeed.toDouble() / 1000); // 1 maxSpeed = 1000 ms
  
      velocity += accumulator;
      position = position + velocity;
      //position.setValues(position.x.toDouble() + 0.01, position.y.toDouble() + 0.01);
    }
  
  
    void draw(html.CanvasRenderingContext2D ctx, num dt) {
      ctx.save();
  
negative.code:     }
      else {
        //desiredAngle = math.atan2(-velocity.normalized().y, velocity.normalized().x) - math.PI;
        desiredAngle = math.atan2(velocity.x * (1.0/dt), -velocity.y * (1.0 / dt));
      }
  
      num x1 = math.cos(angle);
  