refactor: extended launcher foreground rail until boundary bottom to avoid balls scape from dino

pull/201/head
RuiAlonso 3 years ago
parent 4c77fa676c
commit ad0c6b76fe

@ -164,7 +164,13 @@ class _LaunchRampBackgroundRailingSpriteComponent extends SpriteComponent
/// {@endtemplate}
class _LaunchRampForegroundRailing extends BodyComponent with InitialPosition {
/// {@macro launch_ramp_foreground_railing}
_LaunchRampForegroundRailing() : super(priority: Ball.launchRampPriority + 1);
_LaunchRampForegroundRailing()
: super(
priority: Ball.launchRampPriority + 1,
children: [_LaunchRampForegroundRailingSpriteComponent()],
) {
renderBody = false;
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
@ -172,7 +178,7 @@ class _LaunchRampForegroundRailing extends BodyComponent with InitialPosition {
final rightStraightShape = EdgeShape()
..set(
Vector2(27.6, -57.9),
Vector2(30, -35.1),
Vector2(38.1, 42.6),
);
final rightStraightFixtureDef = FixtureDef(rightStraightShape);
fixturesDef.add(rightStraightFixtureDef);
@ -208,14 +214,6 @@ class _LaunchRampForegroundRailing extends BodyComponent with InitialPosition {
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await add(_LaunchRampForegroundRailingSpriteComponent());
}
}
class _LaunchRampForegroundRailingSpriteComponent extends SpriteComponent

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