anchor.diff:  	{
   		Platform bestPlatform;
   		num x = posX+width/2;
  -		num from = cameFrom+height+currentStreet._data['dynamic']['ground_y'];
  +		num feetY = cameFrom+height+currentStreet._data['dynamic']['ground_y'];
  +		num headY = cameFrom+currentStreet._data['dynamic']['ground_y'];
   		num bestDiffY = 1000;
   		
   		for(Platform platform in currentStreet.platforms)
  
positive.code: 			moving = true;
  		}
  		else
  		moving = false;
  
  		//primitive jumping
  		if (playerInput.jumpKey == true && !jumping && !climbingUp && !climbingDown)
  		{
  			Random rand = new Random();
  			if(rand.nextInt(4) == 3)
  			yVel = -1200;
  			else
  			yVel = -900;
  			jumping = true;
  		}
  		
  
negative.code: 		else
  		{
  			if(playerInput.downKey == true)
  				posY += speed * dt;
  			if(playerInput.upKey == true)
  				posY -= speed * dt;
  		}
  		
  		if(posX < 0)
  			posX = 0.0;
  		if(posX > currentStreet.bounds.width - width)
  			posX = currentStreet.bounds.width - width;
  		
  		//check for collisions with platforms
  		if(doPhysicsApply && !climbingDown && !climbingUp && yVel >= 0)
  		{
  			num x = posX+width/2;
  			Platform bestPlatform = _getBestPlatform(cameFrom);
  