anchor.diff:    // |uiState| keeps track of the visible player progess.
     List<List<CellState>> uiState;
   
  -  void initState() {
  +  void initState(BuildContext context) {
  +    super.initState(context);
       resetGame();
     }
   
  
positive.code: import 'package:sky/painting.dart';
  import 'package:sky/rendering.dart';
  import 'package:sky/services.dart';
  import 'package:sky/widgets.dart';
  
  // Classic minesweeper-inspired game. The mouse controls are standard
  // except for left + right combo which is not implemented. For touch,
  
negative.code: 
  enum CellState { covered, exploded, cleared, flagged, shown }
  
  class MineDigger extends StatefulComponent {
    MineDiggerState createState() => new MineDiggerState();
  }
  
  class MineDiggerState extends State<MineDigger> {
    static const int rows = 9;
    static const int cols = 9;
    static const int totalMineCount = 11;
  