fix: launch ramp render issue

pull/174/head
Allison Ryan 4 years ago
parent 98f25242b6
commit 806020389d

@ -18,6 +18,7 @@ class ControlledBall extends Ball with Controls<BallController> {
required PinballTheme theme,
}) : super(baseColor: theme.characterTheme.ballColor) {
controller = BallController(this);
priority = LaunchRamp.ballPriorityInsideRamp;
}
/// {@template bonus_ball}

@ -168,7 +168,7 @@ class DebugPinballGame extends PinballGame with TapDetector {
anchor: Anchor.center,
)
..position = Vector2(0, -7.8)
..priority = -2;
..priority = -4;
await add(spriteComponent);
}

@ -13,7 +13,7 @@ class Boundaries extends Forge2DBlueprint {
final bottomBoundary = _BottomBoundary();
final outerBoundary = _OuterBoundary();
addAll([bottomBoundary, outerBoundary]);
addAll([outerBoundary, bottomBoundary]);
}
}
@ -23,7 +23,7 @@ class Boundaries extends Forge2DBlueprint {
/// {@endtemplate bottom_boundary}
class _BottomBoundary extends BodyComponent with InitialPosition {
/// {@macro bottom_boundary}
_BottomBoundary() : super(priority: 2);
_BottomBoundary() : super(priority: 1);
List<FixtureDef> _createFixtureDefs() {
final fixturesDefs = <FixtureDef>[];
@ -88,7 +88,7 @@ class _BottomBoundarySpriteComponent extends SpriteComponent with HasGameRef {
/// {@endtemplate outer_boundary}
class _OuterBoundary extends BodyComponent with InitialPosition {
/// {@macro outer_boundary}
_OuterBoundary() : super(priority: -1);
_OuterBoundary() : super(priority: LaunchRamp.ballPriorityInsideRamp - 1);
List<FixtureDef> _createFixtureDefs() {
final fixturesDefs = <FixtureDef>[];

@ -124,7 +124,7 @@ class _DinoTopWallSpriteComponent extends SpriteComponent with HasGameRef {
/// {@endtemplate}
class _DinoBottomWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall}
_DinoBottomWall() : super(priority: 1);
_DinoBottomWall();
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];

@ -11,6 +11,9 @@ import 'package:pinball_components/pinball_components.dart';
/// [_LaunchRampForegroundRailing].
/// {@endtemplate}
class LaunchRamp extends Forge2DBlueprint {
/// Base priority for [Ball] while inside [LaunchRamp].
static const ballPriorityInsideRamp = -2;
@override
void build(_) {
addAllContactCallback([
@ -40,7 +43,7 @@ class LaunchRamp extends Forge2DBlueprint {
/// {@endtemplate}
class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
/// {@macro launch_ramp_base}
_LaunchRampBase() : super(priority: -1) {
_LaunchRampBase() : super(priority: LaunchRamp.ballPriorityInsideRamp - 1) {
layer = Layer.launcher;
}
@ -143,7 +146,8 @@ class _LaunchRampBaseSpriteComponent extends SpriteComponent with HasGameRef {
class _LaunchRampForegroundRailing extends BodyComponent
with InitialPosition, Layered {
/// {@macro launch_ramp_foreground_railing}
_LaunchRampForegroundRailing() : super(priority: 1) {
_LaunchRampForegroundRailing()
: super(priority: LaunchRamp.ballPriorityInsideRamp + 1) {
layer = Layer.launcher;
}
@ -227,7 +231,8 @@ class _LaunchRampExit extends RampOpening {
super(
insideLayer: Layer.launcher,
orientation: RampOrientation.down,
insidePriority: 3,
insidePriority: LaunchRamp.ballPriorityInsideRamp,
outsidePriority: 0,
);
final double _rotation;

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