anchor.diff:  				num slope = (platform.end.y-platform.start.y)/(platform.end.x-platform.start.x);
   				num yInt = platform.start.y - slope*platform.start.x;
   				num lineY = slope*x+yInt;
  -				num diffY = (from-lineY).abs();
  +				num diffY = (feetY-lineY).abs();
   
   				if(bestPlatform == null)
   				bestPlatform = platform;
   				else
   				{
  -					//+5 helps with upward slopes and not falling through things
  -					if(lineY+5 >= from && diffY < bestDiffY)
  +					if((lineY >= feetY || !jumping && feetY > lineY && headY < lineY) && diffY < bestDiffY)
   					{
   						bestPlatform = platform;
   						bestDiffY = diffY;
  
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: 		}
  		
  		if(posY < 0)
  			posY = 0.0;
  		
  		updateAnimation(dt);
  
  