refactor: load assets in sandbox stories

pull/204/head
Allison Ryan 3 years ago
parent 438124bc39
commit d73088fb03

@ -43,7 +43,7 @@ class AlienBumper extends BodyComponent with InitialPosition {
majorRadius: 3.19,
minorRadius: 2.79,
onAssetPath: Assets.images.alienBumper.b.on.keyName,
offAssetPath: Assets.images.alienBumper.a.off.keyName,
offAssetPath: Assets.images.alienBumper.b.off.keyName,
);
final double _majorRadius;

@ -17,6 +17,11 @@ class AlienBumperAGame extends BasicBallGame {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.alienBumper.a.on.keyName),
images.load(Assets.images.alienBumper.a.off.keyName),
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2);
final alienBumperA = AlienBumper.a()
..initialPosition = Vector2(center.x - 20, center.y - 20)

@ -17,6 +17,11 @@ class AlienBumperBGame extends BasicBallGame {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.alienBumper.b.on.keyName),
images.load(Assets.images.alienBumper.b.off.keyName),
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2);
final alienBumperB = AlienBumper.b()
..initialPosition = Vector2(center.x - 10, center.y + 10)

@ -15,9 +15,14 @@ class BigDashNestBumperGame extends BasicBallGame with Traceable {
@override
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.dash.bumper.main.active.keyName),
images.load(Assets.images.dash.bumper.main.inactive.keyName),
]);
camera.followVector2(Vector2.zero());
await add(DashNestBumper.main()..priority = 1);
await traceAllBodies();
await traceAllBodies();
}
}

@ -15,9 +15,14 @@ class SmallDashNestBumperAGame extends BasicBallGame with Traceable {
@override
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.dash.bumper.a.active.keyName),
images.load(Assets.images.dash.bumper.a.inactive.keyName),
]);
camera.followVector2(Vector2.zero());
await add(DashNestBumper.a()..priority = 1);
await traceAllBodies();
await traceAllBodies();
}
}

@ -15,9 +15,14 @@ class SmallDashNestBumperBGame extends BasicBallGame with Traceable {
@override
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.dash.bumper.b.active.keyName),
images.load(Assets.images.dash.bumper.b.inactive.keyName),
]);
camera.followVector2(Vector2.zero());
await add(DashNestBumper.b()..priority = 1);
await traceAllBodies();
await traceAllBodies();
}
}

@ -16,12 +16,21 @@ class SparkyBumperGame extends BasicBallGame with Traceable {
Future<void> onLoad() async {
await super.onLoad();
await Future.wait([
images.load(Assets.images.sparky.bumper.a.on.keyName),
images.load(Assets.images.sparky.bumper.a.off.keyName),
images.load(Assets.images.sparky.bumper.b.on.keyName),
images.load(Assets.images.sparky.bumper.b.off.keyName),
images.load(Assets.images.sparky.bumper.c.on.keyName),
images.load(Assets.images.sparky.bumper.c.off.keyName),
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2);
final sparkyBumperA = SparkyBumper.a()
..initialPosition = Vector2(center.x - 20, center.y - 20)
..initialPosition = Vector2(center.x - 20, center.y + 20)
..priority = 1;
final sparkyBumperB = SparkyBumper.b()
..initialPosition = Vector2(center.x - 10, center.y + 10)
..initialPosition = Vector2(center.x - 10, center.y - 10)
..priority = 1;
final sparkyBumperC = SparkyBumper.c()
..initialPosition = Vector2(center.x + 20, center.y)

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