anchor.diff:  part of DartyDiceWars;
   
  +/* Controllerpart of the MVC structure of DiceWars
  + * 
  + * Here, the Playerinput and the general flow of the game are handled. Also,
  + * the given file containing levelinformation is loaded via the DiceController.
  + * 
  + * This class creates all subsequent classes needed to run the Game
  + */
   class DiceController {
  +  /*
  +   * Controller variables:
  +   * final view - View module of the game
  +   * DiceGame game - Model module of the game
  +   * XmlNode level - the imported levelfile
  +   * int maxlevels - maximum number of levels in the current session
  +   * String last - ID of the last clicked tile. Only way to prevent mutiple clicks
  +   *               on a tile to be registered.
  +   */
     final view = new DiceView();
     DiceGame game;
     XmlNode level;
     int maxlevels;
     String last = "";
  -
  +  
  +  /*
  +   * Constructor for the DiceController. 
  +   * Here, all the Listeners for Playerinput are handled. Detailed explanations 
  +   * for the exact usage are above each Listener.
  +   */
     DiceController() {
  +    /*
  +     * Starts a new game with the first level of the levelsfile. The displayed
  +     * Button also gets disabled to prevent the creation of multiple games at 
  +     * the same time.
  +     */
       view.startButton.onClick.listen((_) {
         if (level == null) {
           view.startButton.style.display = "none";
           startGame(1);
         }
       });
  -
  -    view.arena.onMouseLeave.listen((ev) {
  -      view.showHover("");
  -    });
  -
  +    
  +    /*
  +     * Listener for the Hoverfunction of the territories. Only one territory can
  +     * be hovered at one time and a territory cannot be selected and hovered at 
  +     * once.
  +     */
       view.arena.onMouseEnter.listen((ev) {
         if (game.currentPlayer.id == "human") {
           querySelectorAll('.hex').onMouseOver.listen((_) {
  
positive.code:                 Player attackedPlayer = game.secondTerritory.ownerRef;
                  List<List<int>> attack =
                      game.firstTerritory.attackTerritory(game.secondTerritory);
  
                  //   new Timer(new Duration(milliseconds: 1000), () => view.displayAttack(attack, attacker, defender));
                  view.displayAttack(attack, attacker, defender);
  //save all the content that is needed for the viewupdate so that it can get updated after the given delay
                  String center1 = "ID" +
                      game._arena.territories[game.firstTerritory.id].x
                          .toString() +
  
negative.code:               if (game.firstTerritory == null &&
                    owner == "human" &&
                    game._arena.territories[parent].dice > 1) {
                  game.firstTerritory = game._arena.territories[parent];
                  view.markTerritory(parent);
                } else if (game.firstTerritory != null &&
                    parent == game.firstTerritory.id) {
                  game.firstTerritory = null;
                  view.markTerritory(parent);
                } else if (game.firstTerritory != null &&
  