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