anchor.diff:        });
       });
   
  -    test('complicated transition', () {
  +    test('do a complicated transition', () {
         game = new Game();
         game.stateManager.addStateMap({
           "pKState": new PauseAndKillState("pKState", "pIState"),
  
positive.code:       });
      });
  
      test('transition fromm PauseState to IdleState', () {
        game = new Game();
        game.stateManager.addStateMap({
          "pauseState": new PauseState("pauseState", "idleState"),
  
negative.code:       expect(game.stateManager.currentState.name, isNot("idleState2"));
      });
  
      test('transition from KillState to IdleSatet', () {
        game = new Game();
        game.stateManager.addStateMap({
          "killState": new KillState("killState", "idleState"),
  