The random number generator in play_phaser is not properly initialised and seeded like in phaser (and original RNG code). This is not as elegant as the javascript code, but it should do more or less the same. Perhaps Dart's Object.hashCode() could and should be used instead, but this seem to work.
The random number generator in play_phaser is not properly initialised and seeded like in phaser (and original RNG code). This is not as elegant as the javascript code, but it should do more or less the same. Perhaps Dart's Object.hashCode() could and should be used instead, but this seem to work.