anchor.diff:  //Weapon shooting one big bullet right while shooting 2 small bullets diagonal up+right and down+right every second shot
   class DiagonalShotWithFront extends StandardWeapon implements Weapon{  
     DiagonalShotWithFront(_game, _shot_frequency) : super(_game,_shot_frequency);
  -  
     List<Bullet> shoot(){
       List<Bullet> bl=new List<Bullet>();
       if(this._sfreq_counter==0){
         Bullet p = new Projectile(_game,1,1); 
         Bullet p2 = new Projectile(_game,1,-1);
  -      
         p2.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2)-1);
         p.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2)+1);
  -      
         bl.add(p);
         bl.add(p2);
       }
  
positive.code:   }
  }
  
  
  //Weapon shooting a sine moving double shot.
  class SineDoubleShot extends StandardWeapon implements Weapon{  
  SineDoubleShot(_game, _shot_frequency) : super(_game,_shot_frequency);
  
  List<Bullet> shoot(){
    List<Bullet> bl=new List<Bullet>();
    if(this._sfreq_counter==0){
      Bullet p = new SineProjectile0(_game,1,0); 
      Bullet p2 = new SineProjectile1(_game,1,0); 
      p.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2));
      p2.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2));
      bl.add(p);
      bl.add(p2);
      _game.eventSystem.shot2fired=true;
    }
    this._sfreq_counter=(this._sfreq_counter+1)%this._shot_frequency;
    return bl;
  }
  }
  
  
  
  //Weapon shooting 2 up/down origin toggleing small bullets right.
  class DoubleShot extends StandardWeapon implements Weapon{  
  
negative.code: part of raumffisch;
  
  /*
   * Weapons. Weapons extend the StandardWeapon class which has a shot frequency and a counter for the frequency period and implement the abstract Weapon class
   * so we can easily swap the weapons. The shoot method creates differnt kinds of bullets and returns them in a list so we can add them to our objects list.
   */
  
  //Abstract class to implement a weapon
  abstract class Weapon{  
    final RaumffischGame _game;
    int _sfreq_counter;
    int _shot_frequency;
    Weapon(this._game);
    List<Bullet> shoot();
    void setShotFreqCount(int s);
  