refactor: renamed SpaceshipEntranceRamp to SpaceshipRamp

pull/129/head
RuiAlonso 4 years ago
parent 00b3cbeaa9
commit a95d1fa1c0

@ -92,9 +92,7 @@ class PinballGame extends Forge2DGame
}
Future<void> _addPaths() async {
unawaited(
addFromBlueprint(SpaceshipEntranceRamp()),
);
unawaited(addFromBlueprint(SpaceshipRamp()));
unawaited(addFromBlueprint(Launcher()));
}

@ -15,4 +15,4 @@ export 'layer.dart';
export 'ramp_opening.dart';
export 'shapes/shapes.dart';
export 'spaceship.dart';
export 'spaceship_entrance_ramp.dart';
export 'spaceship_ramp.dart';

@ -7,12 +7,12 @@ import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@template spaceship_entrance_ramp}
/// A [Blueprint] which creates the [_SpaceshipRamp].
/// {@template spaceship_ramp}
/// A [Blueprint] which creates the [_SpaceshipRampBackground].
/// {@endtemplate}
class SpaceshipEntranceRamp extends Forge2DBlueprint {
/// {@macro spaceship_entrance_ramp}
SpaceshipEntranceRamp();
class SpaceshipRamp extends Forge2DBlueprint {
/// {@macro spaceship_ramp}
SpaceshipRamp();
/// Base priority for wall while be in the ramp.
static const int ballPriorityInsideRamp = 4;
@ -38,7 +38,7 @@ class SpaceshipEntranceRamp extends Forge2DBlueprint {
..initialPosition = Vector2(-13.7, 19)
..layer = Layer.spaceshipEntranceRamp;
final spaceshipRamp = _SpaceshipRamp();
final spaceshipRamp = _SpaceshipRampBackground();
final spaceshipRampForegroundRailing = _SpaceshipRampForegroundRailing();
@ -54,12 +54,12 @@ class SpaceshipEntranceRamp extends Forge2DBlueprint {
}
}
/// {@template spaceship_ramp}
/// Represents the upper left blue ramp of the [Board].
/// {@endtemplate}
class _SpaceshipRamp extends BodyComponent with InitialPosition, Layered {
_SpaceshipRamp()
: super(priority: SpaceshipEntranceRamp.ballPriorityInsideRamp - 1) {
/// Represents the upper left blue ramp of the [Board] with its background
/// railing.
class _SpaceshipRampBackground extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampBackground()
: super(priority: SpaceshipRamp.ballPriorityInsideRamp - 1) {
layer = Layer.spaceshipEntranceRamp;
}
@ -143,10 +143,11 @@ class _SpaceshipRamp extends BodyComponent with InitialPosition, Layered {
}
}
/// Represents the foreground of the railing upper left blue ramp.
class _SpaceshipRampForegroundRailing extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampForegroundRailing()
: super(priority: SpaceshipEntranceRamp.ballPriorityInsideRamp + 1) {
: super(priority: SpaceshipRamp.ballPriorityInsideRamp + 1) {
layer = Layer.spaceshipEntranceRamp;
}
@ -213,6 +214,7 @@ class _SpaceshipRampForegroundRailing extends BodyComponent
}
}
/// Represents the ground right base of the [SpaceshipRamp].
class _SpaceshipRampBase extends BodyComponent with InitialPosition, Layered {
_SpaceshipRampBase() {
layer = Layer.board;
@ -245,7 +247,7 @@ class _SpaceshipRampBase extends BodyComponent with InitialPosition, Layered {
/// {@template spaceship_ramp_opening}
/// [RampOpening] with [Layer.spaceshipEntranceRamp] to filter [Ball] collisions
/// inside [_SpaceshipRamp].
/// inside [_SpaceshipRampBackground].
/// {@endtemplate}
class _SpaceshipRampOpening extends RampOpening {
/// {@macro spaceship_ramp_opening}
@ -258,13 +260,13 @@ class _SpaceshipRampOpening extends RampOpening {
insideLayer: Layer.spaceshipEntranceRamp,
outsideLayer: outsideLayer,
orientation: RampOrientation.down,
insidePriority: SpaceshipEntranceRamp.ballPriorityInsideRamp,
insidePriority: SpaceshipRamp.ballPriorityInsideRamp,
outsidePriority: outsidePriority,
);
final double _rotation;
static final Vector2 _size = Vector2(_SpaceshipRamp.width / 4, .1);
static final Vector2 _size = Vector2(_SpaceshipRampBackground.width / 4, .1);
@override
Shape get shape {

@ -7,14 +7,14 @@ import 'package:pinball_components/pinball_components.dart';
import '../../helpers/helpers.dart';
void main() {
group('SpaceshipEntranceRamp', () {
group('SpaceshipRamp', () {
TestWidgetsFlutterBinding.ensureInitialized();
final flameTester = FlameTester(TestGame.new);
flameTester.test(
'loads correctly',
(game) async {
final spaceshipEntranceRamp = SpaceshipEntranceRamp();
final spaceshipEntranceRamp = SpaceshipRamp();
await game.addFromBlueprint(spaceshipEntranceRamp);
await game.ready();
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