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(
amount: amountPerRow * amountPerColumn,
amountPerRow: amountPerRow,
stepTime: 1 / 24,
stepTime: 1 / 12,
textureSize: textureSize,
),
);

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

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

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