anchor.diff:    SpriteSheet spriteSheet;
     double _lastTime;
     double _lastTimeP;
  -  var fullscreen = false;
  +  bool fullscreen = false;
  +  bool _stop = false;
   
     /// [appName] is used to refernce assets and has to be the name of the library
     /// which contains the assets. Usually the game itself.
  
positive.code:     world.delta = delta;
      _lastTime = time;
      world.process();
      window.requestAnimationFrame((time) => update(time: time / 1000.0));
    }
  
    void _handleFullscreen(Event e) {
  
negative.code:     });
    }
  
    void stop() {
      _stop = true;
    }
  
    void physicsLoop() {
      var time = window.performance.now();
      world.delta = (time - _lastTimeP) / 1000;
      _lastTimeP = time;
      world.process(1);
  
      if (!_stop) {
        new Future.delayed(new Duration(milliseconds: 5), physicsLoop);
      }
    }
  
    void _firstUpdate(double time) {
  