refactor: set spaceship foreground priority at super

pull/168/head
RuiAlonso 4 years ago
parent 44a01b4346
commit adc9099c6f

@ -11,7 +11,7 @@ import 'package:pinball_components/pinball_components.dart';
/// [_LaunchRampForegroundRailing].
/// {@endtemplate}
class LaunchRamp extends Forge2DBlueprint {
/// Base priority for [Ball] while be in [LaunchRamp].
/// Base priority for [Ball] while inside [LaunchRamp].
static const ballPriorityInsideRamp = 0;
@override

@ -14,7 +14,7 @@ class SpaceshipRail extends Forge2DBlueprint {
/// {@macro spaceship_rail}
SpaceshipRail();
/// Base priority for [Ball] while be in [SpaceshipRail].
/// Base priority for [Ball] while inside [SpaceshipRail].
static const ballPriorityInsideRail = 2;
@override
@ -161,6 +161,9 @@ class _SpaceshipRailRampSpriteComponent extends SpriteComponent
}
class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
_SpaceshipRailForeground()
: super(priority: SpaceshipRail.ballPriorityInsideRail + 1);
@override
Future<void> onLoad() async {
await super.onLoad();
@ -172,7 +175,6 @@ class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-28.5, 19.7);
priority = SpaceshipRail.ballPriorityInsideRail + 1;
}
}

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