refactor: _PlungerSpriteAnimationGroupComponent load sprites onload

pull/200/head
RuiAlonso 3 years ago
parent e217141022
commit 9845cd0490

@ -107,14 +107,8 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
Future<void> onLoad() async {
await super.onLoad();
await _anchorToJoint();
await _loadSprite();
}
Future<void> _loadSprite() async {
final spriteSheet = await gameRef.images.load(
Assets.images.plunger.plunger.keyName,
);
_spriteComponent = _PlungerSpriteAnimationGroupComponent(spriteSheet);
_spriteComponent = _PlungerSpriteAnimationGroupComponent();
await add(_spriteComponent);
}
}
@ -132,11 +126,24 @@ enum _PlungerAnimationState {
class _PlungerSpriteAnimationGroupComponent
extends SpriteAnimationGroupComponent<_PlungerAnimationState>
with HasGameRef {
_PlungerSpriteAnimationGroupComponent(Image spriteSheet)
_PlungerSpriteAnimationGroupComponent()
: super(
anchor: Anchor.center,
anchor: Anchor.center,
position: Vector2(1.87, 14.9),
) {
);
void pull() => current = _PlungerAnimationState.pull;
void release() => current = _PlungerAnimationState.release;
@override
Future<void>? onLoad() async {
await super.onLoad();
final spriteSheet = await gameRef.images.load(
Assets.images.plunger.plunger.keyName,
);
const amountPerRow = 20;
const amountPerColumn = 1;
@ -169,10 +176,6 @@ class _PlungerSpriteAnimationGroupComponent
};
current = _PlungerAnimationState.release;
}
void pull() => current = _PlungerAnimationState.pull;
void release() => current = _PlungerAnimationState.release;
}
/// {@template plunger_anchor}

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