anchor.diff:  class Player extends GameObject
   {
     //controls states
  -  static final int MOVE_LEFT = 1;
  -  static final int MOVE_RIGHT = 2;
  -  static final int MOVE_JUMP = 3;
  -  static final int MOVE_JUMP2 = 4;
  -  
  -  static final int LOOK_LEFT = 0;
  -  static final int LOOK_RIGHT = 1;
  +  static const int MOVE_LEFT = 1;
  +  static const int MOVE_RIGHT = 2;
  +  static const int MOVE_JUMP = 3;
  +  static const int MOVE_JUMP2 = 4;
  +  
  +  static const int LOOK_LEFT = 0;
  +  static const int LOOK_RIGHT = 1;
     
     //character states
  -  static final int STATE_DEF = 0;
  -  static final int STATE_WALK = 1;
  -  static final int STATE_JUMP = 2;
  -  static final int STATE_JUMP2 = 3;
  -  static final int STATE_INAIR = 4;
  +  static const int STATE_DEF = 0;
  +  static const int STATE_WALK = 1;
  +  static const int STATE_JUMP = 2;
  +  static const int STATE_JUMP2 = 3;
  +  static const int STATE_INAIR = 4;
     
     int look = LOOK_RIGHT;
     int state = STATE_INAIR;
  
positive.code:     game.resetLevel();
    }
    
    void update(int lastTime, int looptime)
    {
      // default the player does not move, otherwise use the last move action in the array (see setMove)
      int move = -1;
      if(movepriority.length > 0)
        move = movepriority.last();
      setState(move);
      
      prev_x = x;
  
negative.code: 
      //movement is based on fps to make it smooth
      //16 was the original fps
      double diff = looptime-lastTime;
      double add = (16*_step)/1000*diff;
      
      double gravity = Math.min(Game.GRAVITY.toDouble(), 16*Game.GRAVITY/1000*diff);
  