chore: swap out multiple assets (#342)

* chore: new android and saucer

* chore: new outer boundary

* chore: new computer glow

* chore: switch dash asset states

* refactor: dash nest tracing

Co-authored-by: Tom Arra <tarra3@gmail.com>
pull/320/head
Allison Ryan 3 years ago committed by GitHub
parent 37b839d54e
commit 8a8f86ba56
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

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@ -122,7 +122,7 @@ class _SpaceshipSaucerSpriteAnimationComponent extends SpriteAnimationComponent
SpriteAnimationData.sequenced( SpriteAnimationData.sequenced(
amount: amountPerRow * amountPerColumn, amount: amountPerRow * amountPerColumn,
amountPerRow: amountPerRow, amountPerRow: amountPerRow,
stepTime: 1 / 24, stepTime: 1 / 12,
textureSize: textureSize, textureSize: textureSize,
), ),
); );

@ -60,10 +60,10 @@ class DashNestBumper extends BodyComponent with InitialPosition {
Iterable<Component>? children, Iterable<Component>? children,
}) : this._( }) : this._(
majorRadius: 3, majorRadius: 3,
minorRadius: 2.5, minorRadius: 2.2,
activeAssetPath: Assets.images.dash.bumper.a.active.keyName, activeAssetPath: Assets.images.dash.bumper.a.active.keyName,
inactiveAssetPath: Assets.images.dash.bumper.a.inactive.keyName, inactiveAssetPath: Assets.images.dash.bumper.a.inactive.keyName,
spritePosition: Vector2(0.35, -1.2), spritePosition: Vector2(0.3, -1.3),
bloc: DashNestBumperCubit(), bloc: DashNestBumperCubit(),
children: [ children: [
...?children, ...?children,
@ -75,11 +75,11 @@ class DashNestBumper extends BodyComponent with InitialPosition {
DashNestBumper.b({ DashNestBumper.b({
Iterable<Component>? children, Iterable<Component>? children,
}) : this._( }) : this._(
majorRadius: 3, majorRadius: 3.1,
minorRadius: 2.5, minorRadius: 2.2,
activeAssetPath: Assets.images.dash.bumper.b.active.keyName, activeAssetPath: Assets.images.dash.bumper.b.active.keyName,
inactiveAssetPath: Assets.images.dash.bumper.b.inactive.keyName, inactiveAssetPath: Assets.images.dash.bumper.b.inactive.keyName,
spritePosition: Vector2(0.35, -1.2), spritePosition: Vector2(0.4, -1.2),
bloc: DashNestBumperCubit(), bloc: DashNestBumperCubit(),
children: [ children: [
...?children, ...?children,

@ -32,18 +32,18 @@ class _ComputerBase extends BodyComponent with InitialPosition, ZIndex {
List<FixtureDef> _createFixtureDefs() { List<FixtureDef> _createFixtureDefs() {
final leftEdge = EdgeShape() final leftEdge = EdgeShape()
..set( ..set(
Vector2(-14.9, -46), Vector2(-15.1, -45.9),
Vector2(-15.3, -49.6), Vector2(-15.5, -49.5),
); );
final topEdge = EdgeShape() final topEdge = EdgeShape()
..set( ..set(
Vector2(-15.3, -49.6), leftEdge.vertex2,
Vector2(-10.7, -50.6), Vector2(-10.9, -50.5),
); );
final rightEdge = EdgeShape() final rightEdge = EdgeShape()
..set( ..set(
Vector2(-10.7, -50.6), topEdge.vertex2,
Vector2(-9, -47.2), Vector2(-9.2, -47.1),
); );
return [ return [
@ -67,7 +67,7 @@ class _ComputerBaseSpriteComponent extends SpriteComponent with HasGameRef {
_ComputerBaseSpriteComponent() _ComputerBaseSpriteComponent()
: super( : super(
anchor: Anchor.center, anchor: Anchor.center,
position: Vector2(-12.1, -48.15), position: Vector2(-12.24, -48.15),
); );
@override @override
@ -89,7 +89,7 @@ class _ComputerTopSpriteComponent extends SpriteComponent
_ComputerTopSpriteComponent() _ComputerTopSpriteComponent()
: super( : super(
anchor: Anchor.center, anchor: Anchor.center,
position: Vector2(-12.52, -49.37), position: Vector2(-12.66, -49.37),
) { ) {
zIndex = ZIndexes.computerTop; zIndex = ZIndexes.computerTop;
} }
@ -113,9 +113,9 @@ class _ComputerGlowSpriteComponent extends SpriteComponent
_ComputerGlowSpriteComponent() _ComputerGlowSpriteComponent()
: super( : super(
anchor: Anchor.center, anchor: Anchor.center,
position: Vector2(7.4, 10), position: Vector2(4.2, 11),
) { ) {
zIndex = ZIndexes.computerGlow; zIndex = ZIndexes.computerGlow + 4;
} }
@override @override

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