anchor.diff:  
     State _context;
   
  +  num _accelerationScale = 0;
  +
     /**
      * Does the sprite move?
      */
  
positive.code: 
    bool checkWorldBounds = false;
  
    bool killOutOfBounds = false;
  
    /**
  
negative.code:    */
    num accelerationY = 0;
  
    /**
     * The maximum speed limit for the Sprite.
     */
    num maxSpeed = 0;
  
    /**
     * The minimum speed limit for the Sprite.
     */
    num minSpeed = 0;
  
    StageXL.Vector mainDirection = new StageXL.Vector.zero();
  
    StageXL.Vector accelerationDirection = new StageXL.Vector.zero();
  
    StageXL.Vector upDirection = new StageXL.Vector(0, -1);
    StageXL.Vector downDirection = new StageXL.Vector(0, 1);
  