anchor.diff:  		{
   			checkCollision(element);
   			});
  -
  +		
   		intersectingObjects = {};
   		querySelectorAll(".entity").forEach((Element element)
   		{
  
positive.code: 			camY = currentStreet.bounds.height - ui.gameScreenHeight;
  			translateY = ui.gameScreenHeight - (currentStreet.bounds.height - posY);
  		}
  
  		camera.setCamera((camX~/1).toString()+','+(camY~/1).toString());
  
  		//translateZ forces the whole operation to be gpu accelerated (which is very good)
  		String transform = 'translateX('+translateX.toString()+'px) translateY('+translateY.toString()+'px)';
  		if(!facingRight)
  		{
  			transform += ' scale(-1,1)';
  			playerName.style.transform = 'scale(-1,1)';
  
  			if(chatBubble != null)
  			chatBubble.textElement.style.transform = 'scale(-1,1)';
  		}
  		else
  		{
  			playerName.style.transform = 'scale(1,1)';
  
  			if(chatBubble != null)
  			chatBubble.textElement.style.transform = 'scale(1,1)';
  		}
  
  		playerParentElement.style.transform = transform;
  		playerParentElement.attributes['translateX'] = translateX.toString();
  		playerParentElement.attributes['translateY'] = translateY.toString();
  		num diffX = translateX-prevX, diffY = translateY-prevY;
  	}
  
  	void checkCollision(Element element)
  	{
  		//if the main screen is hidden don't check for quoin collection
  
negative.code: 			{
  				if(entities[element.id] != null)
  				entities[element.id].updateGlow(true);
  				
  				intersectingObjects[element.id] = entityRect;
  			}
  			else
  