refactor: ball loads new sprites

pull/279/head
RuiAlonso 3 years ago
parent 863c5c9397
commit 0fbb4b4fc5

@ -15,10 +15,11 @@ class Ball<T extends Forge2DGame> extends BodyComponent<T>
/// {@macro ball}
Ball({
required this.baseColor,
String? spriteAsset,
}) : super(
renderBody: false,
children: [
_BallSpriteComponent()..tint(baseColor.withOpacity(0.5)),
_BallSpriteComponent(spriteAsset),
],
) {
// TODO(ruimiguel): while developing Ball can be launched by clicking mouse,
@ -120,21 +121,22 @@ class Ball<T extends Forge2DGame> extends BodyComponent<T>
}
class _BallSpriteComponent extends SpriteComponent with HasGameRef {
_BallSpriteComponent()
: super(
_BallSpriteComponent(
this.spriteAsset,
) : super(
anchor: Anchor.center,
);
final String? spriteAsset;
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.ball.ball.keyName,
),
gameRef.images.fromCache(spriteAsset ?? Assets.images.ball.ball.keyName),
);
this.sprite = sprite;
size = sprite.originalSize / 10;
size = sprite.originalSize / 12.5;
}
}

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