refactor: remove _loadSprites

pull/158/head
alestiago 4 years ago
parent 1a8f534ece
commit 3ac0df99b2

@ -63,23 +63,22 @@ class _BottomBoundary extends BodyComponent with InitialPosition {
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadSprite();
renderBody = false;
await add(_BottomBoundarySprite());
}
}
Future<void> _loadSprite() async {
class _BottomBoundarySprite extends SpriteComponent with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.boundary.bottom.keyName,
);
await add(
SpriteComponent(
sprite: sprite,
size: sprite.originalSize / 10,
anchor: Anchor.center,
position: Vector2(-5.4, 57.4),
),
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-5.4, 57.4);
}
}
@ -135,22 +134,21 @@ class _OuterBoundary extends BodyComponent with InitialPosition {
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadSprite();
renderBody = false;
await add(_OuterBoundarySprite());
}
}
Future<void> _loadSprite() async {
class _OuterBoundarySprite extends SpriteComponent with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.boundary.outer.keyName,
);
await add(
SpriteComponent(
sprite: sprite,
size: sprite.originalSize / 10,
anchor: Anchor.center,
position: Vector2(-0.2, -1.4),
),
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-0.2, -1.4);
}
}

@ -96,8 +96,6 @@ class _SpaceshipRampBackground extends BodyComponent
@override
Body createBody() {
renderBody = false;
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
@ -111,35 +109,40 @@ class _SpaceshipRampBackground extends BodyComponent
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadSprites();
}
Future<void> _loadSprites() async {
final spriteRamp = await gameRef.loadSprite(
Assets.images.spaceship.ramp.main.keyName,
);
renderBody = false;
final spriteRampComponent = SpriteComponent(
sprite: spriteRamp,
size: Vector2(38.1, 33.8),
anchor: Anchor.center,
position: Vector2(-12.2, -53.5),
);
await add(_SpaceshipRampBackgroundRailingSprite());
await add(_SpaceshipRampBackgroundRampSprite());
}
}
final spriteRailingBg = await gameRef.loadSprite(
class _SpaceshipRampBackgroundRailingSprite extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.railingBackground.keyName,
);
final spriteRailingBgComponent = SpriteComponent(
sprite: spriteRailingBg,
size: Vector2(38.3, 35.1),
anchor: Anchor.center,
position: spriteRampComponent.position + Vector2(0, -1),
);
this.sprite = sprite;
size = Vector2(38.3, 35.1);
anchor = Anchor.center;
position = Vector2(-12.2, -54.5);
}
}
await addAll([
spriteRailingBgComponent,
spriteRampComponent,
]);
class _SpaceshipRampBackgroundRampSprite extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.main.keyName,
);
this.sprite = sprite;
size = Vector2(38.3, 35.1);
anchor = Anchor.center;
position = Vector2(-12.2, -543.5);
}
}
@ -196,21 +199,22 @@ class _SpaceshipRampForegroundRailing extends BodyComponent
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadSprites();
await add(_SpaceshipRampForegroundRalingSprite());
}
}
Future<void> _loadSprites() async {
final spriteRailingFg = await gameRef.loadSprite(
class _SpaceshipRampForegroundRalingSprite extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.railingForeground.keyName,
);
final spriteRailingFgComponent = SpriteComponent(
sprite: spriteRailingFg,
size: Vector2(26.1, 28.3),
anchor: Anchor.center,
position: Vector2(-12.2, -52.5),
);
await add(spriteRailingFgComponent);
this.sprite = sprite;
size = Vector2(26.1, 28.3);
anchor = Anchor.center;
position = Vector2(-12.2, -52.5);
}
}

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