anchor.diff:    });
   
     group('PlungerAnchorPrismaticJointDef', () {
  -    final plunger = Plunger(Vector2.zero())..createBody();
  -    final anchor = Plunger(Vector2(0, -5))..createBody();
  +    late Plunger plunger;
  +    late Plunger anchor;
  +
  +    setUp(() {
  +      plunger = Plunger(Vector2.zero());
  +      anchor = Plunger(Vector2(0, -5));
  +    });
   
       group('initializes with', () {
         flameTester.test(
           'plunger as bodyA',
           (game) async {
  +          await game.ensureAddAll([plunger, anchor]);
  +
             final jointDef = PlungerAnchorPrismaticJointDef(
               plunger: plunger,
               anchor: anchor,
  
positive.code:       flameTester.test(
          'connected body collison enabled',
          (game) async {
            final jointDef = PlungerAnchorPrismaticJointDef(
              plunger: plunger,
              anchor: anchor,
  
negative.code:       flameTester.test(
          'limits enabled',
          (game) async {
            await game.ensureAddAll([plunger, anchor]);
  
            final jointDef = PlungerAnchorPrismaticJointDef(
              plunger: plunger,
              anchor: anchor,
  