refactor: loadAll in sandbox

pull/204/head
Allison Ryan 3 years ago
parent 7a9befc48f
commit 354641b414

@ -17,9 +17,9 @@ class AlienBumperAGame extends BasicBallGame {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.alienBumper.a.active.keyName),
images.load(Assets.images.alienBumper.a.inactive.keyName),
await images.loadAll([
Assets.images.alienBumper.a.active.keyName,
Assets.images.alienBumper.a.inactive.keyName,
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2);

@ -17,9 +17,9 @@ class AlienBumperBGame extends BasicBallGame {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.alienBumper.b.active.keyName),
images.load(Assets.images.alienBumper.b.inactive.keyName),
await images.loadAll([
Assets.images.alienBumper.b.active.keyName,
Assets.images.alienBumper.b.inactive.keyName,
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2);

@ -16,9 +16,9 @@ class BigDashNestBumperGame extends BasicBallGame with Traceable {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.dash.bumper.main.active.keyName),
images.load(Assets.images.dash.bumper.main.inactive.keyName),
await images.loadAll([
Assets.images.dash.bumper.main.active.keyName,
Assets.images.dash.bumper.main.inactive.keyName,
]);
camera.followVector2(Vector2.zero());

@ -16,9 +16,9 @@ class SmallDashNestBumperAGame extends BasicBallGame with Traceable {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.dash.bumper.a.active.keyName),
images.load(Assets.images.dash.bumper.a.inactive.keyName),
await images.loadAll([
Assets.images.dash.bumper.a.active.keyName,
Assets.images.dash.bumper.a.inactive.keyName,
]);
camera.followVector2(Vector2.zero());

@ -16,9 +16,9 @@ class SmallDashNestBumperBGame extends BasicBallGame with Traceable {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.dash.bumper.b.active.keyName),
images.load(Assets.images.dash.bumper.b.inactive.keyName),
await images.loadAll([
Assets.images.dash.bumper.b.active.keyName,
Assets.images.dash.bumper.b.inactive.keyName,
]);
camera.followVector2(Vector2.zero());

@ -16,13 +16,13 @@ class SparkyBumperGame extends BasicBallGame with Traceable {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.sparky.bumper.a.active.keyName),
images.load(Assets.images.sparky.bumper.a.inactive.keyName),
images.load(Assets.images.sparky.bumper.b.active.keyName),
images.load(Assets.images.sparky.bumper.b.inactive.keyName),
images.load(Assets.images.sparky.bumper.c.active.keyName),
images.load(Assets.images.sparky.bumper.c.inactive.keyName),
await images.loadAll([
Assets.images.sparky.bumper.a.active.keyName,
Assets.images.sparky.bumper.a.inactive.keyName,
Assets.images.sparky.bumper.b.active.keyName,
Assets.images.sparky.bumper.b.inactive.keyName,
Assets.images.sparky.bumper.c.active.keyName,
Assets.images.sparky.bumper.c.inactive.keyName,
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2);

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