refactor: remove double sprites

pull/349/head
alestiago 3 years ago
parent 2e82bb960c
commit 4b3faad9bb

@ -31,8 +31,6 @@ class Plunger extends BodyComponent with InitialPosition, Layered, ZIndex {
/// Distance the plunger can lower. /// Distance the plunger can lower.
final double compressionDistance; final double compressionDistance;
late final _PlungerSpriteAnimationGroupComponent _spriteComponent;
List<FixtureDef> _createFixtureDefs() { List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[]; final fixturesDef = <FixtureDef>[];
@ -88,8 +86,10 @@ class Plunger extends BodyComponent with InitialPosition, Layered, ZIndex {
/// Set a constant downward velocity on the [Plunger]. /// Set a constant downward velocity on the [Plunger].
void pull() { void pull() {
final sprite = firstChild<_PlungerSpriteAnimationGroupComponent>()!;
body.linearVelocity = Vector2(0, 7); body.linearVelocity = Vector2(0, 7);
_spriteComponent.pull(); sprite.pull();
} }
/// Set an upward velocity on the [Plunger]. /// Set an upward velocity on the [Plunger].
@ -97,10 +97,12 @@ class Plunger extends BodyComponent with InitialPosition, Layered, ZIndex {
/// The velocity's magnitude depends on how far the [Plunger] has been pulled /// The velocity's magnitude depends on how far the [Plunger] has been pulled
/// from its original [initialPosition]. /// from its original [initialPosition].
void release() { void release() {
final sprite = firstChild<_PlungerSpriteAnimationGroupComponent>()!;
_pullingDownTime = 0; _pullingDownTime = 0;
final velocity = (initialPosition.y - body.position.y) * 11; final velocity = (initialPosition.y - body.position.y) * 11;
body.linearVelocity = Vector2(0, velocity); body.linearVelocity = Vector2(0, velocity);
_spriteComponent.release(); sprite.release();
} }
@override @override
@ -137,9 +139,6 @@ class Plunger extends BodyComponent with InitialPosition, Layered, ZIndex {
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await _anchorToJoint(); await _anchorToJoint();
_spriteComponent = _PlungerSpriteAnimationGroupComponent();
await add(_spriteComponent);
} }
} }

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