fix: fixed priorities and positions on ramp

pull/126/head
RuiAlonso 4 years ago
parent 0722724c38
commit a23bde599f

@ -17,6 +17,8 @@ class Jetpack extends Forge2DBlueprint {
/// The [position] where the elements will be created
final Vector2 position;
static const int ballPriorityInsideRamp = 4;
@override
void build(_) {
addAllContactCallback([
@ -24,30 +26,28 @@ class Jetpack extends Forge2DBlueprint {
]);
final rightOpening = _JetpackRampOpening(
outsidePriority: 1,
rotation: math.pi,
)
..initialPosition = position + Vector2(1.7, 19)
..layer = Layer.opening;
final leftOpening = _JetpackRampOpening(
outsideLayer: Layer.spaceship,
outsidePriority: 4,
rotation: math.pi,
)
..initialPosition = position + Vector2(-13.7, 19)
..layer = Layer.jetpack;
final jetpackRamp = JetpackRamp()
..initialPosition = position
..layer = Layer.jetpack;
final jetpackRamp = JetpackRamp()..initialPosition = position;
final jetpackRampWallFg = _JetpackRampWallFg()..initialPosition = position;
final baseRight = _JetpackBase()
..initialPosition = position + Vector2(1.7, 20);
addAll([
rightOpening,
leftOpening,
jetpackRamp,
baseRight,
]);
addAll(
[rightOpening, leftOpening, jetpackRamp, baseRight, jetpackRampWallFg]);
}
}
@ -55,11 +55,8 @@ class Jetpack extends Forge2DBlueprint {
/// Represents the upper left blue ramp of the [Board].
/// {@endtemplate}
class JetpackRamp extends BodyComponent with InitialPosition, Layered {
JetpackRamp() : super(priority: 3) {
JetpackRamp() : super(priority: Jetpack.ballPriorityInsideRamp - 1) {
layer = Layer.jetpack;
paint = Paint()
..color = Color.fromARGB(255, 0, 217, 255)
..style = PaintingStyle.stroke;
}
/// Width between walls of the ramp.
@ -68,33 +65,9 @@ class JetpackRamp extends BodyComponent with InitialPosition, Layered {
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final innerLeftControlPoints = [
Vector2(-24.73, 38),
Vector2(-26.3, 65.65),
Vector2(-13.8, 65.65),
];
final innerLeftCurveShape = BezierCurveShape(
controlPoints: innerLeftControlPoints,
);
final innerLeftCurveFixtureDef = FixtureDef(innerLeftCurveShape);
fixturesDef.add(innerLeftCurveFixtureDef);
final innerRightControlPoints = [
innerLeftControlPoints.last,
Vector2(-1, 65.9),
Vector2(0.1, 39.5),
];
final innerRightCurveShape = BezierCurveShape(
controlPoints: innerRightControlPoints,
);
final innerRightCurveFixtureDef = FixtureDef(innerRightCurveShape);
fixturesDef.add(innerRightCurveFixtureDef);
final outerLeftControlPoints = [
Vector2(-30.95, 38),
Vector2(-33, 71.25),
Vector2(-32.5, 71.25),
Vector2(-14.2, 71.25),
];
final outerLeftCurveShape = BezierCurveShape(
@ -107,7 +80,7 @@ class JetpackRamp extends BodyComponent with InitialPosition, Layered {
final outerRightControlPoints = [
outerLeftControlPoints.last,
Vector2(4.7, 71.25),
Vector2(6.3, 40.1),
Vector2(6.3, 40),
];
final outerRightCurveShape = BezierCurveShape(
controlPoints: outerRightControlPoints,
@ -121,6 +94,8 @@ class JetpackRamp extends BodyComponent with InitialPosition, Layered {
@override
Body createBody() {
renderBody = false;
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
@ -134,7 +109,7 @@ class JetpackRamp extends BodyComponent with InitialPosition, Layered {
@override
Future<void> onLoad() async {
await super.onLoad();
//await _loadBackground();
await _loadBackground();
}
Future<void> _loadBackground() async {
@ -146,9 +121,7 @@ class JetpackRamp extends BodyComponent with InitialPosition, Layered {
sprite: spriteRamp,
size: Vector2(38.1, 33.8),
anchor: Anchor.center,
)
..position = Vector2(-12.2, -53.5)
..priority = 2;
)..position = Vector2(-12.2, -53.5);
final spriteRailingBg = await gameRef.loadSprite(
Assets.images.components.spaceshipRailingBg.path,
@ -157,10 +130,71 @@ class JetpackRamp extends BodyComponent with InitialPosition, Layered {
sprite: spriteRailingBg,
size: Vector2(38.3, 35.1),
anchor: Anchor.center,
)
..position = spriteRampComponent.position + Vector2(0, -1)
..priority = 3;
)..position = spriteRampComponent.position + Vector2(0, -1);
await addAll([
spriteRailingBgComponent,
spriteRampComponent,
]);
}
}
class _JetpackRampWallFg extends BodyComponent with InitialPosition, Layered {
_JetpackRampWallFg() : super(priority: Jetpack.ballPriorityInsideRamp + 1) {
layer = Layer.jetpack;
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final innerLeftControlPoints = [
Vector2(-24.5, 38),
Vector2(-26.3, 64),
Vector2(-13.8, 64.5),
];
final innerLeftCurveShape = BezierCurveShape(
controlPoints: innerLeftControlPoints,
);
final innerLeftCurveFixtureDef = FixtureDef(innerLeftCurveShape);
fixturesDef.add(innerLeftCurveFixtureDef);
final innerRightControlPoints = [
innerLeftControlPoints.last,
Vector2(-1, 64.5),
Vector2(0.1, 39.5),
];
final innerRightCurveShape = BezierCurveShape(
controlPoints: innerRightControlPoints,
);
final innerRightCurveFixtureDef = FixtureDef(innerRightCurveShape);
fixturesDef.add(innerRightCurveFixtureDef);
return fixturesDef;
}
@override
Body createBody() {
renderBody = false;
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadBackground();
}
Future<void> _loadBackground() async {
final spriteRailingFg = await gameRef.loadSprite(
Assets.images.components.spaceshipRailingFg.path,
);
@ -168,12 +202,8 @@ class JetpackRamp extends BodyComponent with InitialPosition, Layered {
sprite: spriteRailingFg,
size: Vector2(26.1, 28.3),
anchor: Anchor.center,
)
..position = spriteRampComponent.position + Vector2(0, 1)
..priority = 5;
)..position = Vector2(-12.2, -52.5);
await add(spriteRailingBgComponent);
await add(spriteRampComponent);
await add(spriteRailingFgComponent);
}
}
@ -187,12 +217,15 @@ class _JetpackBase extends BodyComponent with InitialPosition, Layered {
Body createBody() {
renderBody = false;
const baseWidth = 6;
final baseShape = BezierCurveShape(
controlPoints: [
Vector2(initialPosition.x - 3, initialPosition.y),
Vector2(initialPosition.x - 3, initialPosition.y) + Vector2(2, 2),
Vector2(initialPosition.x + 3, initialPosition.y) + Vector2(-2, 2),
Vector2(initialPosition.x + 3, initialPosition.y)
Vector2(initialPosition.x - baseWidth / 2, initialPosition.y),
Vector2(initialPosition.x - baseWidth / 2, initialPosition.y) +
Vector2(2, 2),
Vector2(initialPosition.x + baseWidth / 2, initialPosition.y) +
Vector2(-2, 2),
Vector2(initialPosition.x + baseWidth / 2, initialPosition.y)
],
);
final fixtureDef = FixtureDef(baseShape);
@ -213,13 +246,15 @@ class _JetpackRampOpening extends RampOpening {
/// {@macro jetpack_ramp_opening}
_JetpackRampOpening({
Layer? outsideLayer,
int? outsidePriority,
required double rotation,
}) : _rotation = rotation,
super(
pathwayLayer: Layer.jetpack,
outsideLayer: outsideLayer,
orientation: RampOrientation.down,
pathwayPriority: 4,
pathwayPriority: Jetpack.ballPriorityInsideRamp,
outsidePriority: outsidePriority,
);
final double _rotation;

Loading…
Cancel
Save