anchor.diff:      if(!_movingLeft && _movingRight){
         x = x + speedX * time;     
       }
  -    //x = x + speedX * time;
  -    //y = y + speedY * time;
  +    
     }
     /**
      * Put the pivot point into the center of the sprite.
  
positive.code:       removeFromWorld();
      }
      
      if(!_movingDown && _movingUp){
        y = y - speedY * time;
      }
  
negative.code:   bool _movingDown = false;
    bool _movingLeft = false;
    bool _movingRight = false;
    bool _movingFree = false;
  
    State _context;
  
  