anchor.diff:    resets all "local" values, used if reset
      */
     resetLocal() {
  -    this.localMoves = 0;
  -    this.localPushes = 0;
  -    this.localTime = 0;
  +    this._localMoves = 0;
  +    this._localPushes = 0;
  +    this._localTime = 0;
     }
   
     /*
     resets all "global" values
      */
     resetGlobal() {
  -    this.globalMoves = 0;
  -    this.globalPushes = 0;
  -    this.globalTime = 0;
  +    this._globalMoves = 0;
  +    this._globalPushes = 0;
  +    this._globalTime = 0;
     }
   
     /*
     increments Pushes
      */
     incPushes() {
  -    this.localPushes++;
  -    this.globalPushes++;
  +    this._localPushes++;
  +    this._globalPushes++;
     }
   
     /*
     increments Moves
      */
     incMoves() {
  -    this.localMoves++;
  -    this.globalMoves++;
  +    this._localMoves++;
  +    this._globalMoves++;
     }
   }
positive.code:    */
    Map<String, int> getStats() {
      Map<String, int> out = new Map();
      out['localMoves'] = localMoves;
      out['globalMoves'] = globalMoves;
      out['localPushes'] = localPushes;
      out['globalPushes'] = globalPushes;
      out['localTime'] = localTime;
      out['globalTime'] = globalTime;
      out['resets'] = resets;
      //benoetigt keine roundTime
      return out;
    }
  
negative.code:    */
    int getGlobalTime() {
      DateTime dt = new DateTime.now();
      Duration out = dt.difference(_startTime);
      int diff = out.inSeconds;
      return _roundTime + diff;
    }
  
    /*
     *sets the statistics to the given values. Used when loading from a savegame
     */
    loadStats(Map<String, int> stats) {
      this._localMoves = stats.remove("localMoves");
      this._globalMoves = stats.remove("globalMoves");
      this._localPushes = stats.remove("localPushes");
      this._globalPushes = stats.remove("globalPushes");
      this._localTime = stats.remove("localTime");
      this._globalTime = stats.remove("globalTime");
      this._startTime = new DateTime.now();
      if (stats.containsKey("roundTime")) {
        this._roundTime = stats.remove("roundTime");
      } else {
        this._roundTime = 0;
      }
    }
    /*
  