refactor: ball priority

pull/183/head
Allison Ryan 4 years ago
parent b424f0a008
commit 8daeda43da

@ -18,6 +18,7 @@ class ControlledBall extends Ball with Controls<BallController> {
required PinballTheme theme,
}) : super(baseColor: theme.characterTheme.ballColor) {
controller = BallController(this);
priority = Ball.launchRampPriority;
}
/// {@template bonus_ball}
@ -29,11 +30,13 @@ class ControlledBall extends Ball with Controls<BallController> {
required PinballTheme theme,
}) : super(baseColor: theme.characterTheme.ballColor) {
controller = BallController(this);
priority = Ball.boardPriority;
}
/// [Ball] used in [DebugPinballGame].
ControlledBall.debug() : super(baseColor: const Color(0xFFFF0000)) {
controller = DebugBallController(this);
priority = Ball.boardPriority;
}
}

@ -22,6 +22,21 @@ class Ball<T extends Forge2DGame> extends BodyComponent<T>
layer = Layer.board;
}
/// Render priority for the [Ball] while it's on the board.
static const int boardPriority = 0;
/// Render priority for the [Ball] while it's on the [SpaceshipRamp].
static const int spaceshipRampPriority = 4;
/// Render priority for the [Ball] while it's on the [Spaceship].
static const int spaceshipPriority = 4;
/// Render priority for the [Ball] while it's on the [SpaceshipRail].
static const int spaceshipRailPriority = 2;
/// Render priority for the [Ball] while it's on the [LaunchRamp].
static const int launchRampPriority = 0;
/// The size of the [Ball].
static final Vector2 size = Vector2.all(4.13);

@ -11,9 +11,6 @@ import 'package:pinball_components/pinball_components.dart';
/// [_LaunchRampForegroundRailing].
/// {@endtemplate}
class LaunchRamp extends Forge2DBlueprint {
/// Base priority for [Ball] while inside [LaunchRamp].
static const ballPriorityInsideRamp = 0;
@override
void build(_) {
addAllContactCallback([
@ -45,7 +42,7 @@ class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
/// {@macro launch_ramp_base}
_LaunchRampBase()
: super(
priority: LaunchRamp.ballPriorityInsideRamp - 1,
priority: Ball.launchRampPriority - 1,
) {
layer = Layer.launcher;
}
@ -151,7 +148,7 @@ class _LaunchRampForegroundRailing extends BodyComponent
/// {@macro launch_ramp_foreground_railing}
_LaunchRampForegroundRailing()
: super(
priority: LaunchRamp.ballPriorityInsideRamp + 1,
priority: Ball.launchRampPriority + 1,
) {
layer = Layer.launcher;
}
@ -236,7 +233,7 @@ class _LaunchRampExit extends RampOpening {
super(
insideLayer: Layer.launcher,
orientation: RampOrientation.down,
insidePriority: LaunchRamp.ballPriorityInsideRamp,
insidePriority: Ball.launchRampPriority,
);
final double _rotation;

@ -18,7 +18,7 @@ class ScoreText extends TextComponent {
text: text,
position: position,
anchor: Anchor.center,
priority: 100,
priority: 5,
);
late final Effect _effect;

@ -21,9 +21,6 @@ class Spaceship extends Forge2DBlueprint {
/// The [position] where the elements will be created
final Vector2 position;
/// Base priority for wall while be on spaceship.
static const ballPriorityWhenOnSpaceship = 4;
@override
void build(_) {
addAllContactCallback([
@ -37,7 +34,7 @@ class Spaceship extends Forge2DBlueprint {
AndroidHead()..initialPosition = position,
SpaceshipHole(
outsideLayer: Layer.spaceshipExitRail,
outsidePriority: SpaceshipRail.ballPriorityInsideRail,
outsidePriority: Ball.spaceshipRailPriority,
)..initialPosition = position - Vector2(5.2, 4.8),
SpaceshipHole()..initialPosition = position - Vector2(-7.2, 0.8),
SpaceshipWall()..initialPosition = position,
@ -50,8 +47,7 @@ class Spaceship extends Forge2DBlueprint {
/// {@endtemplate}
class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_saucer}
SpaceshipSaucer()
: super(priority: Spaceship.ballPriorityWhenOnSpaceship - 1) {
SpaceshipSaucer() : super(priority: Ball.spaceshipPriority - 1) {
layer = Layer.spaceship;
}
@ -95,7 +91,7 @@ class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered {
/// {@endtemplate}
class AndroidHead extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_bridge}
AndroidHead() : super(priority: Spaceship.ballPriorityWhenOnSpaceship + 1) {
AndroidHead() : super(priority: Ball.spaceshipPriority + 1) {
layer = Layer.spaceship;
}
@ -157,7 +153,7 @@ class SpaceshipEntrance extends RampOpening {
: super(
insideLayer: Layer.spaceship,
orientation: RampOrientation.up,
insidePriority: Spaceship.ballPriorityWhenOnSpaceship,
insidePriority: Ball.spaceshipPriority,
) {
layer = Layer.spaceship;
}
@ -242,7 +238,7 @@ class _SpaceshipWallShape extends ChainShape {
/// {@endtemplate}
class SpaceshipWall extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_wall}
SpaceshipWall() : super(priority: Spaceship.ballPriorityWhenOnSpaceship + 1) {
SpaceshipWall() : super(priority: Ball.spaceshipPriority + 1) {
layer = Layer.spaceship;
}

@ -14,9 +14,6 @@ class SpaceshipRail extends Forge2DBlueprint {
/// {@macro spaceship_rail}
SpaceshipRail();
/// Base priority for [Ball] while inside [SpaceshipRail].
static const ballPriorityInsideRail = 2;
@override
void build(_) {
addAllContactCallback([
@ -45,7 +42,7 @@ class SpaceshipRail extends Forge2DBlueprint {
class _SpaceshipRailRamp extends BodyComponent with InitialPosition, Layered {
_SpaceshipRailRamp()
: super(
priority: SpaceshipRail.ballPriorityInsideRail - 1,
priority: Ball.spaceshipRailPriority - 1,
) {
layer = Layer.spaceshipExitRail;
}
@ -161,8 +158,7 @@ class _SpaceshipRailRampSpriteComponent extends SpriteComponent
}
class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
_SpaceshipRailForeground()
: super(priority: SpaceshipRail.ballPriorityInsideRail + 1);
_SpaceshipRailForeground() : super(priority: Ball.spaceshipRailPriority + 1);
@override
Future<void> onLoad() async {
@ -182,7 +178,7 @@ class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
class _SpaceshipRailBase extends BodyComponent with InitialPosition, Layered {
_SpaceshipRailBase({required this.radius})
: super(
priority: SpaceshipRail.ballPriorityInsideRail + 1,
priority: Ball.spaceshipRailPriority + 1,
) {
renderBody = false;
layer = Layer.board;
@ -214,7 +210,7 @@ class SpaceshipRailExit extends RampOpening {
: super(
orientation: RampOrientation.down,
insideLayer: Layer.spaceshipExitRail,
insidePriority: SpaceshipRail.ballPriorityInsideRail,
insidePriority: Ball.spaceshipRailPriority,
) {
renderBody = false;
layer = Layer.spaceshipExitRail;

@ -14,9 +14,6 @@ class SpaceshipRamp extends Forge2DBlueprint {
/// {@macro spaceship_ramp}
SpaceshipRamp();
/// Base priority for wall while be in the ramp.
static const int ballPriorityInsideRamp = 4;
@override
void build(_) {
addAllContactCallback([
@ -32,7 +29,7 @@ class SpaceshipRamp extends Forge2DBlueprint {
..layer = Layer.opening;
final leftOpening = _SpaceshipRampOpening(
outsideLayer: Layer.spaceship,
outsidePriority: Spaceship.ballPriorityWhenOnSpaceship,
outsidePriority: Ball.spaceshipPriority,
rotation: math.pi,
)
..initialPosition = Vector2(-13.7, 19)
@ -58,8 +55,7 @@ class SpaceshipRamp extends Forge2DBlueprint {
/// railing.
class _SpaceshipRampBackground extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampBackground()
: super(priority: SpaceshipRamp.ballPriorityInsideRamp - 1) {
_SpaceshipRampBackground() : super(priority: Ball.spaceshipRampPriority - 1) {
layer = Layer.spaceshipEntranceRamp;
}
@ -150,7 +146,7 @@ class _SpaceshipRampBackgroundRampSpriteComponent extends SpriteComponent
class _SpaceshipRampForegroundRailing extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampForegroundRailing()
: super(priority: SpaceshipRamp.ballPriorityInsideRamp + 1) {
: super(priority: Ball.spaceshipRampPriority + 1) {
layer = Layer.spaceshipEntranceRamp;
}
@ -263,7 +259,7 @@ class _SpaceshipRampOpening extends RampOpening {
insideLayer: Layer.spaceshipEntranceRamp,
outsideLayer: outsideLayer,
orientation: RampOrientation.down,
insidePriority: SpaceshipRamp.ballPriorityInsideRamp,
insidePriority: Ball.spaceshipRampPriority,
outsidePriority: outsidePriority,
) {
renderBody = false;

@ -9,7 +9,7 @@ class LaunchRampGame extends BasicBallGame {
LaunchRampGame()
: super(
color: Colors.blue,
ballPriority: LaunchRamp.ballPriorityInsideRamp,
ballPriority: Ball.launchRampPriority,
ballLayer: Layer.launcher,
);

@ -9,7 +9,7 @@ class SpaceshipRailGame extends BasicBallGame {
SpaceshipRailGame()
: super(
color: Colors.blue,
ballPriority: SpaceshipRail.ballPriorityInsideRail,
ballPriority: Ball.spaceshipRailPriority,
ballLayer: Layer.spaceshipExitRail,
);

@ -9,7 +9,7 @@ class SpaceshipRampGame extends BasicBallGame {
SpaceshipRampGame()
: super(
color: Colors.blue,
ballPriority: SpaceshipRamp.ballPriorityInsideRamp,
ballPriority: Ball.spaceshipRampPriority,
ballLayer: Layer.spaceshipEntranceRamp,
);

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