refactor: load signpost assets from cache

pull/204/head
Allison Ryan 3 years ago
parent 0a0f045331
commit 3b77811bcd

@ -88,12 +88,9 @@ class _SignpostSpriteComponent extends SpriteGroupComponent<SignpostSpriteState>
final sprites = <SignpostSpriteState, Sprite>{};
this.sprites = sprites;
for (final spriteState in SignpostSpriteState.values) {
// TODO(allisonryan0002): Support caching
// https://github.com/VGVentures/pinball/pull/204
// sprites[spriteState] = Sprite(
// gameRef.images.fromCache(spriteState.path),
// );
sprites[spriteState] = await gameRef.loadSprite(spriteState.path);
sprites[spriteState] = Sprite(
gameRef.images.fromCache(spriteState.path),
);
}
current = SignpostSpriteState.inactive;

@ -17,8 +17,15 @@ class SignpostGame extends BasicBallGame with Traceable, TapDetector {
Future<void> onLoad() async {
await super.onLoad();
await images.loadAll([
Assets.images.signpost.inactive.keyName,
Assets.images.signpost.active1.keyName,
Assets.images.signpost.active2.keyName,
Assets.images.signpost.active3.keyName,
]);
camera.followVector2(Vector2.zero());
await add(Signpost()..priority = 1);
await add(Signpost());
await traceAllBodies();
}

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