anchor.diff:            _currentField.addCommand(new Command(Action.swap));
             break;
             //for debugging
  -        case KeyCode.N:
  -          _currentField.addRow()
  +        case KeyCode.ENTER:
  +          _currentField.addRow(testLevel.getBlocks(),testLevel.getColors());
  +          _currentField.timerFieldUp();
             break;
           case KeyCode.P:
             // toggle pause
  
positive.code: 
    static const timerFieldUpDuration = const Duration(seconds: 4);
  
    static const timerFieldActionDuration = const Duration(milliseconds:  50);
  
    static const timerGravityDuration = const Duration(milliseconds: 300 );
  
    static const timerViewDuration = const Duration(milliseconds : 200);
  
    /**
     * Variables
  
negative.code:       // Create Timers etc.
        //timerPlaytime = new Timer.periodic(timerPlaytimeDuration,(_) => _currentField.timerIncreaseLevelTime());
          timerFieldAction = new Timer.periodic(timerFieldActionDuration, (_) => _currentField.timerDoNextAction());
          //timerFieldUp = new Timer.periodic(timerFieldUpDuration, (_) => _currentField.timerFieldUp());
          timerGravity = new Timer.periodic(timerGravityDuration, (_) => _currentField.timerApplyGravity());
         timerView = new Timer.periodic(timerViewDuration, (_) => _view.update(_currentField));
          // set Flag game running
  