fix: simplify and order priorities

pull/142/head
Allison Ryan 4 years ago
parent 4e0f0ffe29
commit c89b6b8885

@ -8,7 +8,7 @@ import 'package:pinball_components/pinball_components.dart';
class Board extends Component {
/// {@macro board}
// TODO(alestiago): Make Board a Blueprint and sort out priorities.
Board() : super(priority: 5);
Board() : super(priority: 1);
@override
Future<void> onLoad() async {

@ -15,7 +15,6 @@ class Plunger extends BodyComponent with KeyboardHandler, InitialPosition {
Plunger({
required this.compressionDistance,
}) : super(
priority: 5,
// TODO(allisonryan0002): remove paint after asset is added.
paint: Paint()..color = const Color.fromARGB(255, 241, 8, 8),
);

@ -32,11 +32,13 @@ class PinballGame extends Forge2DGame
_addContactCallbacks();
await _addGameBoundaries();
unawaited(add(Board()));
unawaited(addFromBlueprint(Boundaries()));
unawaited(addFromBlueprint(LaunchRamp()));
unawaited(_addPlunger());
unawaited(add(Board()));
unawaited(addFromBlueprint(DinoWalls()));
unawaited(_addBonusWord());
unawaited(_addRamps());
unawaited(addFromBlueprint(SpaceshipRamp()));
unawaited(
addFromBlueprint(
Spaceship(
@ -65,13 +67,6 @@ class PinballGame extends Forge2DGame
Future<void> _addGameBoundaries() async {
await add(BottomWall());
createBoundaries(this).forEach(add);
unawaited(
addFromBlueprint(
DinoWalls(
position: Vector2(-2.4, 0),
),
),
);
}
Future<void> _addPlunger() async {
@ -92,11 +87,6 @@ class PinballGame extends Forge2DGame
);
}
Future<void> _addRamps() async {
unawaited(addFromBlueprint(SpaceshipRamp()));
unawaited(addFromBlueprint(LaunchRamp()));
}
void spawnBall() {
final ball = ControlledBall.launch(
theme: theme,

@ -12,16 +12,13 @@ import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@endtemplate}
class DinoWalls extends Forge2DBlueprint {
/// {@macro dinowalls}
DinoWalls({required this.position});
/// The [position] where the elements will be created
final Vector2 position;
DinoWalls();
@override
void build(_) {
addAll([
_DinoTopWall()..initialPosition = position,
_DinoBottomWall()..initialPosition = position,
_DinoTopWall(),
_DinoBottomWall(),
]);
}
}
@ -31,7 +28,7 @@ class DinoWalls extends Forge2DBlueprint {
/// {@endtemplate}
class _DinoTopWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall}
_DinoTopWall() : super(priority: 2);
_DinoTopWall() : super(priority: 1);
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
@ -129,7 +126,7 @@ class _DinoTopWall extends BodyComponent with InitialPosition {
/// {@endtemplate}
class _DinoBottomWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall}
_DinoBottomWall() : super(priority: 2);
_DinoBottomWall() : super(priority: 1);
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];

@ -142,7 +142,7 @@ class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
class _LaunchRampForegroundRailing extends BodyComponent
with InitialPosition, Layered {
/// {@macro launch_ramp_foreground_railing}
_LaunchRampForegroundRailing() : super(priority: 4) {
_LaunchRampForegroundRailing() : super(priority: 1) {
layer = Layer.launcher;
}
@ -207,7 +207,6 @@ class _LaunchRampForegroundRailing extends BodyComponent
size: sprite.originalSize / 10,
anchor: Anchor.center,
position: Vector2(22.8, 0),
priority: 4,
),
);
}

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