anchor.diff:  		return force;
   	}
   	
  +	Point flee(Point fleeTarget)
  +	{
  +		Point desired = position.subtract(fleeTarget);
  +		scaleBy(desired, MAX_VELOCITY);
  +		Point force = desired.subtract(velocity);
  +		return force;
  +	}
  +	
   	void normalize(Point point)
   	{
   		double l = sqrt(point.x * point.x + point.y * point.y);
  
positive.code:     	alpha = 0.9;
      	velocity = new Point(MAX_VELOCITY, MAX_VELOCITY);
      	truncate(velocity, MAX_VELOCITY);
      	
  		onEnterFrame.listen((_)
  		{
  
negative.code: 			truncate(velocity, MAX_VELOCITY);
  			position = position.add(velocity);
  			
  			if(fleeTarget != null)
  			{
  				fleeTarget.x = mouseX;
  				fleeTarget.y = mouseY;
  				Point fleeVelocity = flee(fleeTarget);
  				truncate(fleeVelocity, MAX_FORCE);
                  scaleBy(fleeVelocity, 1 / mass);
                  velocity = velocity.add(fleeVelocity);
                  truncate(velocity, MAX_VELOCITY);
                  position = position.add(velocity);
  			}
  			
  			x = position.x;
             	y = position.y;
  //           	if(x < 0 || x > stage.stageWidth || y < 0 || y > stage.stageHeight)
  