fix: render order and positioning

pull/201/head
Allison Ryan 3 years ago
parent e8f58456ec
commit 52a6eb51ab

@ -42,8 +42,16 @@ class LaunchRamp extends Forge2DBlueprint {
/// {@endtemplate}
class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
/// {@macro launch_ramp_base}
_LaunchRampBase() : super(priority: Ball.launchRampPriority - 1) {
_LaunchRampBase()
: super(
priority: Ball.launchRampPriority - 1,
children: [
_LaunchRampBackgroundRailingSpriteComponent(),
_LaunchRampBaseSpriteComponent(),
],
) {
layer = Layer.launcher;
renderBody = false;
}
List<FixtureDef> _createFixtureDefs() {
@ -114,15 +122,6 @@ class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await add(_LaunchRampBaseSpriteComponent());
await add(_LaunchRampBackgroundRailingSpriteComponent());
}
}
class _LaunchRampBaseSpriteComponent extends SpriteComponent with HasGameRef {
@ -136,7 +135,7 @@ class _LaunchRampBaseSpriteComponent extends SpriteComponent with HasGameRef {
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(25.65, 0);
position = Vector2(25.65, 0.7);
}
}
@ -152,7 +151,7 @@ class _LaunchRampBackgroundRailingSpriteComponent extends SpriteComponent
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(25.65, -2);
position = Vector2(25.6, -1.3);
}
}
@ -228,7 +227,7 @@ class _LaunchRampForegroundRailingSpriteComponent extends SpriteComponent
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(22.8, -1);
position = Vector2(22.8, 0.5);
}
}

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Width:  |  Height:  |  Size: 214 KiB

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Width:  |  Height:  |  Size: 216 KiB

@ -16,6 +16,7 @@ void main() {
'renders correctly',
setUp: (game, tester) async {
await game.addFromBlueprint(LaunchRamp());
await game.ready();
game.camera.followVector2(Vector2.zero());
game.camera.zoom = 4.1;
},

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