refactor: plunger spritecomponent

pull/152/head
RuiAlonso 4 years ago
parent a7dd1c2a2d
commit 059c76af20

@ -14,9 +14,7 @@ class Plunger extends BodyComponent with InitialPosition {
required this.compressionDistance,
// TODO(ruimiguel): set to priority +1 over LaunchRamp once all priorities
// are fixed.
}) : super(priority: 0) {
renderBody = false;
}
}) : super(priority: 0);
/// Distance the plunger can lower.
final double compressionDistance;
@ -76,23 +74,23 @@ class Plunger extends BodyComponent with InitialPosition {
Future<void> onLoad() async {
await super.onLoad();
await _anchorToJoint();
await _loadSprite();
await add(_PlungerSpriteComponent());
}
}
Future<void> _loadSprite() async {
class _PlungerSpriteComponent extends SpriteComponent with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.plunger.plunger.keyName,
);
await add(
SpriteComponent(
sprite: sprite,
size: Vector2(5.5, 40),
anchor: Anchor.center,
position: Vector2(2, 19),
angle: -0.033,
),
);
this.sprite = sprite;
size = Vector2(5.5, 40);
anchor = Anchor.center;
position = Vector2(2, 19);
angle = -0.033;
}
}

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