anchor.diff:            // DEV: We use `pointerDownPoint` instead of `dragStartPoint` for better cursor positioning
             var left, top, width, height;
             if (moveVector.x >= 0) {
  -            left = this.correctedDownPoint.x;
  +            left = this.pointerDownPoint.x;
               width = moveVector.x;
             // Otherwise (inverted), use opposite parameters)
             } else {
               // DEV: Technically we are subtracting moveVector as it's a negative value
  -            left = this.correctedDownPoint.x + moveVector.x;
  +            left = this.pointerDownPoint.x + moveVector.x;
               width = (-1 * moveVector.x);
             }
   
             // Similar behavior for Y dimension
             if (moveVector.y >= 0) {
  -            top = this.correctedDownPoint.y;
  +            top = this.pointerDownPoint.y;
               height = moveVector.y;
             } else {
  -            top = this.correctedDownPoint.y + moveVector.y;
  +            top = this.pointerDownPoint.y + moveVector.y;
               height = (-1 * moveVector.y);
             }
   
  
positive.code:           // Calculate target dimensions
            // TODO: For wider browser support, see what `draggabilly` does (prob uses `get-size`)
            // bounds = {x, y, width, height, top, right, bottom, left}
            this.bounds = targetEl.getBoundingClientRect();
          }
          // Inherit prototype from Unidragger
          Overlay.prototype = Object.create(Unidragger.prototype);
  
negative.code:             document.body.appendChild(this.overlayEl);
            }
  
            // Update our box position
            // TODO: Update cursor via CSS
            this.update(evt, pointer, {x: 0, y: 0});
  