anchor.diff:      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);
  +            ship.movingLeft = true;
               break;
             case upArrow:
  -            tween.animate.y.to(ship.y-speed);
  -            juggler.add(tween);
  +            ship.movingUp = true;
               break;
             case rightArrow:
  -            tween.animate.x.to(ship.x+speed);
  -            juggler.add(tween);
  +            ship.movingRight = true;
               break;
             case downArrow:
  -            tween.animate.y.to(ship.y+speed);
  -            juggler.add(tween);
  +            ship.movingDown = true;
               break;
         }
           
  
positive.code:     //Event listener for cursor keyUP events
      stage.onKeyUp.listen((value){
  
        //the keycode is a cursor key
        if(value.keyCode >= 37 || value.keyCode <= 40){
          juggler.removeTweens(ship);
        }
  
      });
  
negative.code:   
    //loading resources via resourceManager
    resourceManager.load().then((_){
  
      //making our ship
      Ship ship = new Ship(resourceManager.getBitmapData("ship"),100,100);
  
      //add the ship to the stage and the juggler
      stage.addChild(ship);
      stage.juggler.add(ship);
      
      //the stage needs to be an interactive object,
      //so we can use it for keyboard events
  