docs: documented ball.dart

pull/29/head
alestiago 4 years ago
parent dfb6562292
commit 171e1cab48

@ -13,24 +13,26 @@ class Ball extends PositionBodyComponent<PinballGame, SpriteComponent>
Ball({
required Vector2 position,
}) : _position = position,
super(size: ballSize);
static final ballSize = Vector2.all(2);
super(size: Vector2.all(2));
/// The initial position of the [Flipper] body.
final Vector2 _position;
/// Location of the sprite thar renders with the [Ball].
///
/// Sprite is preloaded by [PinballGameAssetsX].
static const spritePath = 'components/ball.png';
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(spritePath);
positionComponent = SpriteComponent(sprite: sprite, size: ballSize);
positionComponent = SpriteComponent(sprite: sprite, size: size);
}
@override
Body createBody() {
final shape = CircleShape()..radius = ballSize.x / 2;
final shape = CircleShape()..radius = size.x / 2;
final fixtureDef = FixtureDef(shape)..density = 1;
@ -42,6 +44,11 @@ class Ball extends PositionBodyComponent<PinballGame, SpriteComponent>
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
/// Removes the [Ball] from a [PinballGame]; spawning a new [Ball] if
/// any are left.
///
/// Triggered by [BottomWallBallContactCallback] when the [Ball] falls into
/// a [BottomWall].
void lost() {
shouldRemove = true;

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