anchor.diff:        //enemy.play('fly');
         //enemy.body.moves = false;
         game.add.tween(enemy).to({'angle': 180}, 2000, Easing.Cubic.In, true, 1000 ,10,true);
  -      enemy.body.velocity.y = ENEMYVELOCITY;
  +      //game.add.tween(enemy.position).to({'y': 600},2000,Easing.Linear.None).start();
  +      enemy.body.velocity.y = ENEMYVELOCITYMAX;
  +      //enemy.body.velocity.x = ENEMYVELOCITYMAX;
  +      //enemy.body.acceleration = new Point (50, 40);
  +      enemy.body.maxVelocity = new Point(ENEMYVELOCITYMAX, ENEMYVELOCITYMAX);
       }
       enemies.x = 0;
       enemies.y = 0;
  -
  -    //  All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
  -    /*tween = game.add.tween(enemies)
  -    .to({
  -        'y': 0
  -    }, 5000, Easing.Linear.None, true, 800, 1000, true);*/
  -    
  -    
  -    //game.add.tween(enemies).to({'angle': 360}, 2000, Easing.Cubic.In, true, 1000 ,10,false);
  -
  -
  -    //  When the tween loops it calls descend
  -    //tween.onLoop.add(descend);
  -  }
  +  }
  +  
  +  
     
     collisionHandler (bullet,enemy) {
       print("Asplode!");
  
positive.code:   Group<Sprite> enemies;    
    num bullettime = 0;
    num ENEMYDISTANCE = 48;
    num ENEMYVELOCITY = 150;
    num score = 0, wave = 1;
    int tweenindex = 0;
    String scoreString, waveString;
    num cutoffdirection = 400;
    
    
    Tween tween;
  
negative.code:     
      enemies.forEachAlive((enemy) {
        //print(enemy.y);
        boundaries (enemy);
        /*if(enemy.y > cutoffdirection) {
          enemy.body.velocity.setTo(0,0);
          enemy.body.velocity += ENEMYVELOCITYMAX;
          //cutoffdirection = cutoffdirection + Math.random() * 10;
          //print("Outside");
        }*/
        if (enemy.y > 616 || enemy.x > 816 || enemy.y < -432|| enemy.x < 0 ) {
          enemy.kill();
        }
  