refactor: applied priority changes to drop tube

pull/110/head
RuiAlonso 4 years ago
parent 4801511cdd
commit 0e49cde657

@ -14,6 +14,9 @@ class SpaceshipExitRail extends Forge2DBlueprint {
/// {@macro spaceship_exit_rail}
SpaceshipExitRail();
/// Base priority for wall while be on jetpack ramp.
static const ballPriorityWhenOnSpaceshipExitRail = 2;
@override
void build(_) {
addAllContactCallback([
@ -38,7 +41,10 @@ class SpaceshipExitRail extends Forge2DBlueprint {
class _SpaceshipExitRailRamp extends BodyComponent
with InitialPosition, Layered {
_SpaceshipExitRailRamp() : super(priority: 2) {
_SpaceshipExitRailRamp()
: super(
priority: SpaceshipExitRail.ballPriorityWhenOnSpaceshipExitRail - 1,
) {
renderBody = false;
layer = Layer.spaceshipExitRail;
}
@ -142,9 +148,8 @@ class _SpaceshipExitRailRamp extends BodyComponent
sprite: sprite,
size: Vector2(17.5, 55.7),
anchor: Anchor.center,
)
..position = Vector2(-29.4, -5.7)
..priority = 2;
position: Vector2(-29.4, -5.7),
);
await add(spriteComponent);
}
@ -152,7 +157,10 @@ class _SpaceshipExitRailRamp extends BodyComponent
class _SpaceshipExitRailBase extends BodyComponent
with InitialPosition, Layered {
_SpaceshipExitRailBase({required this.radius}) : super(priority: 5) {
_SpaceshipExitRailBase({required this.radius})
: super(
priority: SpaceshipExitRail.ballPriorityWhenOnSpaceshipExitRail + 1,
) {
renderBody = false;
layer = Layer.board;
}
@ -209,8 +217,7 @@ class SpaceshipExitRailEndBallContactCallback
@override
void begin(SpaceshipExitRailEnd exitRail, Ball ball, _) {
ball
..priority = 1
..gameRef.reorderChildren()
..sendTo(1) // TODO(ruimiguel): sendTo board priority
..layer = exitRail.outsideLayer;
}
}

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