refactor: load sprite method

pull/120/head
Allison Ryan 4 years ago
parent f3cd677e26
commit cffc5e9799

@ -100,35 +100,38 @@ class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
return fixturesDef;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadSprite();
renderBody = false;
}
Future<void> _loadSprite() async {
final sprite = await gameRef.loadSprite(
Assets.images.launchRamp.ramp.keyName,
);
final spriteComponent = SpriteComponent(
await add(
SpriteComponent(
sprite: sprite,
size: Vector2(44.7, 144.1),
size: sprite.originalSize / 10,
anchor: Anchor.center,
position: Vector2(25.65, 0),
),
);
await gameRef.add(spriteComponent);
renderBody = false;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}
@ -174,36 +177,39 @@ class _LaunchRampForegroundRailing extends BodyComponent
return fixturesDef;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadSprite();
renderBody = false;
}
Future<void> _loadSprite() async {
final sprite = await gameRef.loadSprite(
Assets.images.launchRamp.foregroundRailing.keyName,
);
final spriteComponent = SpriteComponent(
await add(
SpriteComponent(
sprite: sprite,
size: Vector2(38.1, 138.6),
size: sprite.originalSize / 10,
anchor: Anchor.center,
position: Vector2(22.8, 0),
priority: 4,
),
);
await gameRef.add(spriteComponent);
renderBody = false;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}

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