anchor.diff:    Group<Sprite> enemies;    
     num bullettime = 0;
     num ENEMYDISTANCE = 48;
  -  num ENEMYVELOCITY = 150;
  +  num ENEMYVELOCITYMAX = 150;
     num score = 0, wave = 1;
     int tweenindex = 0;
     String scoreString, waveString;
     num cutoffdirection = 400;
  +  num boundarydist = 25;
  +  Point maxvelocity = new Point (150,150);
     
     
     Tween tween;
  
positive.code:       //enemy.play('fly');
        //enemy.body.moves = false;
        game.add.tween(enemy).to({'angle': 180}, 2000, Easing.Cubic.In, true, 1000 ,10,true);
        enemy.body.velocity.y = ENEMYVELOCITY;
      }
      enemies.x = 0;
      enemies.y = 0;
  
      //  All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
      /*tween = game.add.tween(enemies)
      .to({
          'y': 0
      }, 5000, Easing.Linear.None, true, 800, 1000, true);*/
      
      
      //game.add.tween(enemies).to({'angle': 360}, 2000, Easing.Cubic.In, true, 1000 ,10,false);
  
  
      //  When the tween loops it calls descend
      //tween.onLoop.add(descend);
    }
    
    collisionHandler (bullet,enemy) {
      print("Asplode!");
  
negative.code:    // game.physics.arcade.overlap(enemyBullets, player, enemyHitsPlayer);
      game.physics.arcade.overlap(bullets, enemies, collisionHandler);
      
      if (enemies.countLiving() < 0) {
        //createEnemy();
        newwave();
      }
      
    }
    
    boundaries(Sprite location) {
  
      //Point desired = null;
      //enemy.body.acceleration = new Point (0,0);
      if (location.position.x < boundarydist) {
        location.body.velocity.x += ENEMYVELOCITYMAX;
        
        //desired = new Point( velocity.y);
      } 
      else if (location.position.x > game.world.width -boundarydist) {
        location.body.velocity.x -= ENEMYVELOCITYMAX;
        //desired = new PVector(-ENEMYVELOCITYMAX, velocity.y);
      } 
  
      if (location.position.y < boundarydist) {
        location.body.velocity.y += ENEMYVELOCITYMAX;
        //desired = new PVector(velocity.x, ENEMYVELOCITYMAX);
      } 
      else if (location.position.y > game.world.height-boundarydist) {
        location.body.velocity.y -= ENEMYVELOCITYMAX;
        location.body.velocity.x -= 10;
        //desired = new PVector(velocity.x, -ENEMYVELOCITYMAX);
      } 
      
    } 
    
    fireBullet() {
  
  