There is a simple example game that can be used as reference of how to use Box2D on Flame (0.6.x) here. How much of this applies to Pogo as well has yet to be determined. Probably not much.
Note that this is currently just a quick copy and error fix of how Flame was implementing Box2D. This has not been Pogo-ized yet. I haven't even tested it since Flame didn't have an example app for it.
This does not appear to be even remotely close to how I would build this, so expect major changes if I ever get around to refactoring this. The current "components" found here are really entities and not components. More likely, however, these will be dumped and replaced with a suite of true components (and maybe a mixin or something of the like).
The whole concept of a box2d's World is mapped to the
Box2DComponent component; every Body should be a
BodyComponent, and added directly to the
Box2DComponent, and not to the game list.
So you can have HUD and other non-physics-related components in your game list, and also as many
Box2DComponents as you'd like (normally one, I guess), and then add your physical entities to your Components instance. When the Component is updated, it will use box2d physics engine to properly update every child.
Adding the plugin to your Pogo project
Add the pogo_box2d package dependency to your project's
pubspec.yaml, for example (check your version number):
dependencies: pogo_box2d: ^0.1.0
A plugin import is required in addition to the Pogo import in each source file that uses it:
import 'package:pogo/game_engine.dart'; import 'package:pogo_box2d/plugin.dart';