anchor.diff:      position = new Vector2(x, y);
       size = new Vector2(width, height);
     }
  +
  +  void update(num dt) {
  +
  +  }
   }
  
positive.code:     node.position.y += speed.y * dt;
      speed.x += acceleration.x * dt;
      speed.y += acceleration.y * dt;
  
      if (collideWorld){
        _correctForWoldCollision();
      }
    }
  
    void _correctForWoldCollision() {
      if (position.x < world.left) {
        position.x = world.left;
        speed.x *= -bounce.x;
      }
  
      if (position.x > world.right) {
        position.x = world.right;
        speed.x *= -bounce.x;
      }
  
      if (position.y < world.top) {
        position.y = world.top;
        speed.y *= -bounce.y;
      }
  
      if (position.y > world.bottom) {
        position.y = world.bottom;
        speed.y *= -bounce.y;
      }
    }
  }
  
  
negative.code:   Vector2 get position => node.position;
    Vector2 speed = new Vector2.zero();
    Vector2 acceleration = new Vector2.zero();
    Vector2 bounce = new Vector2.zero();
    bool isStatic = false;
  
    PhysicsComponent(this.world);
  
  