anchor.diff:     */
     bool advanceTime(num time) {
       if (killOutOfBounds &&
  -        (x + width <= 0 || x - width >= _context.game.world.width) ||
  -        (y + height <= 0 || y - height >= _context.game.world.height)) {
  +        ((x + width <= 0 || x - width >= _context.game.world.width) ||
  +            (y + height <= 0 || y - height >= _context.game.world.height))) {
         removeFromWorld();
  +      print('here');
       }
   
       if (checkWorldBounds) {
  
positive.code:   final StageXL.Vector _zeroOneVector = new StageXL.Vector(0, 1);
  
    final StageXL.Vector _oneZeroVector = new StageXL.Vector(1, 0);
    
    static const int _NO_ACCELERATION_DIRECTION = 0;
    
    static const int _SPEED_UP_DIRECTION = 1;
    
    static const int _SLOW_DOWN_DIRECTION = -1;
    
    static const int _MAX_LENGTH_FOR_MAIN_DIRECTION = 1;
    
    static const double _MAX_LENGTH_WITH_PRECISION = 1.001;
  
    /**
  
negative.code:         _newDirection += rightDirection;
          break;
      }
  
      if (_newDirection.length > _MAX_LENGTH_WITH_PRECISION) {
        mainDirection = _newDirection.scaleLength(_MAX_LENGTH_FOR_MAIN_DIRECTION);
      } else {
  