refactor: load images from cache

pull/207/head
RuiAlonso 3 years ago
parent 8d0ac85fa6
commit b0773aef84

@ -181,18 +181,20 @@ class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
with HasGameRef {
_SpaceshipRampBackgroundRailingSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-11.7, -54.3),
priority: RenderPriority.spaceshipRampBackgroundRailing,
);
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.railingBackground.keyName,
final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.railingBackground.keyName,
),
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
}
}
@ -201,8 +203,10 @@ class _SpaceshipRampBackgroundRampSpriteComponent extends SpriteComponent
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.main.keyName,
final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.main.keyName,
),
);
this.sprite = sprite;
size = sprite.originalSize / 10;
@ -222,6 +226,7 @@ class SpaceshipRampArrowSpriteComponent
/// {@macro spaceship_ramp_arrow_sprite_component}
SpaceshipRampArrowSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-3.9, -56.5),
priority: RenderPriority.spaceshipRampBackgroundRailing,
);
@ -235,12 +240,13 @@ class SpaceshipRampArrowSpriteComponent
final sprites = <SpaceshipRampArrowSpriteState, Sprite>{};
this.sprites = sprites;
for (final spriteState in SpaceshipRampArrowSpriteState.values) {
sprites[spriteState] = await gameRef.loadSprite(spriteState.path);
sprites[spriteState] = Sprite(
gameRef.images.fromCache(spriteState.path),
);
}
current = SpaceshipRampArrowSpriteState.inactive;
size = sprites[current]!.originalSize / 10;
anchor = Anchor.center;
}
}
@ -249,8 +255,10 @@ class _SpaceshipRampBoardOpeningSpriteComponent extends SpriteComponent
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.boardOpening.keyName,
final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.boardOpening.keyName,
),
);
this.sprite = sprite;
size = sprite.originalSize / 10;
@ -323,18 +331,20 @@ class _SpaceshipRampForegroundRailingSpriteComponent extends SpriteComponent
with HasGameRef {
_SpaceshipRampForegroundRailingSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-12.3, -52.5),
);
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.railingForeground.keyName,
final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.railingForeground.keyName,
),
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
}
}

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