refactor: improved plunger body to catch the ball

pull/200/head
RuiAlonso 3 years ago
parent e3239a8c5e
commit 1d07ce4426

@ -17,7 +17,7 @@ class Launcher extends Forge2DBlueprint {
@override
void build(Forge2DGame gameRef) {
plunger = ControlledPlunger(compressionDistance: 14)
..initialPosition = Vector2(40.5, 38);
..initialPosition = Vector2(40.7, 38);
final _rocket = RocketSpriteComponent()..position = Vector2(43, 62);

@ -31,8 +31,8 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
final leftShapeVertices = [
Vector2(0, 0),
Vector2(-1.4, 0),
Vector2(-1.4, -1.2),
Vector2(-1.8, 0),
Vector2(-1.8, -2.2),
Vector2(0, -0.3),
]..map((vector) => vector.rotate(BoardDimensions.perspectiveAngle))
.toList();
@ -43,8 +43,8 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
final rightShapeVertices = [
Vector2(0, 0),
Vector2(1.4, 0),
Vector2(1.4, -1.2),
Vector2(1.8, 0),
Vector2(1.8, -2.2),
Vector2(0, -0.3),
]..map((vector) => vector.rotate(BoardDimensions.perspectiveAngle))
.toList();
@ -143,7 +143,7 @@ class _PlungerSpriteAnimationGroupComponent
);
size = textureSize / 10;
position = Vector2(1.87, 15.5);
position = Vector2(1.87, 15);
// TODO(ruimiguel): we only need plunger pull animation, and release is just
// to reverse it, so we need to divide by 2 while we don't have only half of

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