refactor: assign all priority values

pull/198/head
Allison Ryan 4 years ago
parent e2cc0784dc
commit db8d082d97

@ -42,7 +42,7 @@ class Board extends Component {
// TODO(alestiago): Consider renaming once entire Board is defined.
class _BottomGroup extends Component {
/// {@macro bottom_group}
_BottomGroup();
_BottomGroup() : super(priority: PinballPriority.bottomGroup);
@override
Future<void> onLoad() async {

@ -18,7 +18,7 @@ class ControlledBall extends Ball with Controls<BallController> {
required PinballTheme theme,
}) : super(baseColor: theme.characterTheme.ballColor) {
controller = BallController(this);
priority = Ball.launchRampPriority;
priority = PinballPriority.ballOnLaunchRamp;
}
/// {@template bonus_ball}
@ -30,13 +30,13 @@ class ControlledBall extends Ball with Controls<BallController> {
required PinballTheme theme,
}) : super(baseColor: theme.characterTheme.ballColor) {
controller = BallController(this);
priority = Ball.boardPriority;
priority = PinballPriority.ballOnBoard;
}
/// [Ball] used in [DebugPinballGame].
ControlledBall.debug() : super(baseColor: const Color(0xFFFF0000)) {
controller = DebugBallController(this);
priority = Ball.boardPriority;
priority = PinballPriority.ballOnBoard;
}
}

@ -38,7 +38,7 @@ class PinballGame extends Forge2DGame
Future<void> onLoad() async {
_addContactCallbacks();
unawaited(add(ScoreEffectController(this)));
// unawaited(add(ScoreEffectController(this)));
unawaited(add(gameFlowController = GameFlowController(this)));
unawaited(add(CameraController(this)));
unawaited(add(Backboard(position: Vector2(0, -88))));
@ -172,7 +172,7 @@ class DebugPinballGame extends PinballGame with TapDetector {
anchor: Anchor.center,
)
..position = Vector2(0, -7.8)
..priority = -2;
..priority = PinballPriority.background;
await add(spriteComponent);
}

@ -20,7 +20,8 @@ class AlienBumper extends BodyComponent with InitialPosition {
_minorRadius = minorRadius,
_activeAssetPath = activeAssetPath,
_inactiveAssetPath = inactiveAssetPath,
_spriteComponent = spriteComponent;
_spriteComponent = spriteComponent,
super(priority: PinballPriority.alienBumper);
/// {@macro alien_bumper}
AlienBumper.a()

@ -22,21 +22,6 @@ class Ball<T extends Forge2DGame> extends BodyComponent<T>
layer = Layer.board;
}
/// Render priority for the [Ball] while it's on the board.
static const int boardPriority = 0;
/// Render priority for the [Ball] while it's on the [SpaceshipRamp].
static const int spaceshipRampPriority = 4;
/// Render priority for the [Ball] while it's on the [Spaceship].
static const int spaceshipPriority = 4;
/// Render priority for the [Ball] while it's on the [SpaceshipRail].
static const int spaceshipRailPriority = 2;
/// Render priority for the [Ball] while it's on the [LaunchRamp].
static const int launchRampPriority = 0;
/// The size of the [Ball].
static final Vector2 size = Vector2.all(4.13);

@ -23,7 +23,7 @@ class Boundaries extends Forge2DBlueprint {
/// {@endtemplate bottom_boundary}
class _BottomBoundary extends BodyComponent with InitialPosition {
/// {@macro bottom_boundary}
_BottomBoundary() : super(priority: 2);
_BottomBoundary() : super(priority: PinballPriority.bottomBoundary);
List<FixtureDef> _createFixtureDefs() {
final fixturesDefs = <FixtureDef>[];
@ -88,7 +88,7 @@ class _BottomBoundarySpriteComponent extends SpriteComponent with HasGameRef {
/// {@endtemplate outer_boundary}
class _OuterBoundary extends BodyComponent with InitialPosition {
/// {@macro outer_boundary}
_OuterBoundary() : super(priority: -1);
_OuterBoundary() : super(priority: PinballPriority.outerBoudary);
List<FixtureDef> _createFixtureDefs() {
final fixturesDefs = <FixtureDef>[];

@ -12,10 +12,12 @@ import 'package:pinball_components/pinball_components.dart';
/// {@endtemplate}
class ChromeDino extends BodyComponent with InitialPosition {
/// {@macro chrome_dino}
ChromeDino() {
ChromeDino()
: super(
// TODO(alestiago): Remove once sprites are defined.
paint = Paint()..color = Colors.blue;
}
paint: Paint()..color = Colors.blue,
priority: PinballPriority.dino,
);
/// The size of the dinosaur mouth.
static final size = Vector2(5, 2.5);

@ -10,6 +10,7 @@ class DashAnimatronic extends SpriteAnimationComponent with HasGameRef {
: super(
anchor: Anchor.center,
playing: false,
priority: PinballPriority.dashAnimatronic,
);
@override

@ -15,7 +15,8 @@ abstract class DashNestBumper extends BodyComponent with InitialPosition {
required SpriteComponent spriteComponent,
}) : _activeAssetPath = activeAssetPath,
_inactiveAssetPath = inactiveAssetPath,
_spriteComponent = spriteComponent;
_spriteComponent = spriteComponent,
super(priority: PinballPriority.dashBumper);
final String _activeAssetPath;
late final Sprite _activeSprite;

@ -28,7 +28,7 @@ class DinoWalls extends Forge2DBlueprint {
/// {@endtemplate}
class _DinoTopWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall}
_DinoTopWall() : super(priority: 1);
_DinoTopWall() : super(priority: PinballPriority.dinoTopWall);
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
@ -124,7 +124,7 @@ class _DinoTopWallSpriteComponent extends SpriteComponent with HasGameRef {
/// {@endtemplate}
class _DinoBottomWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall}
_DinoBottomWall() : super(priority: 1);
_DinoBottomWall() : super(priority: PinballPriority.dinoBottomWall);
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];

@ -6,6 +6,9 @@ import 'package:pinball_components/pinball_components.dart';
/// A sign, found in the Flutter Forest.
/// {@endtemplate}
class FlutterSignPost extends BodyComponent with InitialPosition {
/// {@macro flutter_sign_post}
FlutterSignPost() : super(priority: PinballPriority.flutterSignPost);
@override
Future<void> onLoad() async {
await super.onLoad();

@ -42,7 +42,7 @@ class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
/// {@macro launch_ramp_base}
_LaunchRampBase()
: super(
priority: Ball.launchRampPriority - 1,
priority: PinballPriority.launchRamp,
) {
layer = Layer.launcher;
}
@ -148,7 +148,7 @@ class _LaunchRampForegroundRailing extends BodyComponent
/// {@macro launch_ramp_foreground_railing}
_LaunchRampForegroundRailing()
: super(
priority: Ball.launchRampPriority + 1,
priority: PinballPriority.launchRampForegroundRailing,
) {
layer = Layer.launcher;
}
@ -233,7 +233,7 @@ class _LaunchRampExit extends RampOpening {
super(
insideLayer: Layer.launcher,
orientation: RampOrientation.down,
insidePriority: Ball.launchRampPriority,
insidePriority: PinballPriority.ballOnLaunchRamp,
);
final double _rotation;

@ -14,7 +14,7 @@ class Plunger extends BodyComponent with InitialPosition {
required this.compressionDistance,
// TODO(ruimiguel): set to priority +1 over LaunchRamp once all priorities
// are fixed.
}) : super(priority: 0);
}) : super(priority: PinballPriority.plunger);
/// Distance the plunger can lower.
final double compressionDistance;

@ -35,7 +35,7 @@ abstract class RampOpening extends BodyComponent with InitialPosition, Layered {
}) : _insideLayer = insideLayer,
_outsideLayer = outsideLayer ?? Layer.board,
_insidePriority = insidePriority,
_outsidePriority = outsidePriority ?? Ball.boardPriority {
_outsidePriority = outsidePriority ?? PinballPriority.ballOnBoard {
layer = Layer.opening;
}
final Layer _insideLayer;

@ -18,7 +18,7 @@ class ScoreText extends TextComponent {
text: text,
position: position,
anchor: Anchor.center,
priority: Ball.spaceshipRampPriority + 1,
priority: PinballPriority.scoreText,
);
late final Effect _effect;

@ -58,7 +58,7 @@ class Slingshot extends BodyComponent with InitialPosition {
}) : _length = length,
_angle = angle,
_spritePath = spritePath,
super(priority: 1);
super(priority: PinballPriority.slingshot);
final double _length;

@ -34,7 +34,7 @@ class Spaceship extends Forge2DBlueprint {
AndroidHead()..initialPosition = position,
SpaceshipHole(
outsideLayer: Layer.spaceshipExitRail,
outsidePriority: Ball.spaceshipRailPriority,
outsidePriority: PinballPriority.ballOnSpaceshipRail,
)..initialPosition = position - Vector2(5.2, 4.8),
SpaceshipHole()..initialPosition = position - Vector2(-7.2, 0.8),
SpaceshipWall()..initialPosition = position,
@ -47,7 +47,7 @@ class Spaceship extends Forge2DBlueprint {
/// {@endtemplate}
class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_saucer}
SpaceshipSaucer() : super(priority: Ball.spaceshipPriority - 1) {
SpaceshipSaucer() : super(priority: PinballPriority.spaceshipSaucer) {
layer = Layer.spaceship;
}
@ -91,7 +91,7 @@ class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered {
/// {@endtemplate}
class AndroidHead extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_bridge}
AndroidHead() : super(priority: Ball.spaceshipPriority + 1) {
AndroidHead() : super(priority: PinballPriority.androidHead) {
layer = Layer.spaceship;
}
@ -153,7 +153,7 @@ class SpaceshipEntrance extends RampOpening {
: super(
insideLayer: Layer.spaceship,
orientation: RampOrientation.up,
insidePriority: Ball.spaceshipPriority,
insidePriority: PinballPriority.ballOnSpaceship,
) {
layer = Layer.spaceship;
}
@ -187,7 +187,7 @@ class SpaceshipHole extends RampOpening {
insideLayer: Layer.spaceship,
outsideLayer: outsideLayer,
orientation: RampOrientation.up,
insidePriority: 4,
insidePriority: PinballPriority.ballOnSpaceship,
outsidePriority: outsidePriority,
) {
renderBody = false;
@ -238,7 +238,7 @@ class _SpaceshipWallShape extends ChainShape {
/// {@endtemplate}
class SpaceshipWall extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_wall}
SpaceshipWall() : super(priority: Ball.spaceshipPriority + 1) {
SpaceshipWall() : super(priority: PinballPriority.spaceshipSaucerWall) {
layer = Layer.spaceship;
}

@ -40,10 +40,7 @@ class SpaceshipRail extends Forge2DBlueprint {
/// Represents the spaceship drop rail from the [Spaceship].
class _SpaceshipRailRamp extends BodyComponent with InitialPosition, Layered {
_SpaceshipRailRamp()
: super(
priority: Ball.spaceshipRailPriority - 1,
) {
_SpaceshipRailRamp() : super(priority: PinballPriority.spaceshipRail) {
layer = Layer.spaceshipExitRail;
}
@ -158,7 +155,8 @@ class _SpaceshipRailRampSpriteComponent extends SpriteComponent
}
class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
_SpaceshipRailForeground() : super(priority: Ball.spaceshipRailPriority + 1);
_SpaceshipRailForeground()
: super(priority: PinballPriority.spaceshipRailForeground);
@override
Future<void> onLoad() async {
@ -175,13 +173,9 @@ class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
}
/// Represents the ground bases of the [_SpaceshipRailRamp].
class _SpaceshipRailBase extends BodyComponent with InitialPosition, Layered {
_SpaceshipRailBase({required this.radius})
: super(
priority: Ball.spaceshipRailPriority + 1,
) {
class _SpaceshipRailBase extends BodyComponent with InitialPosition {
_SpaceshipRailBase({required this.radius}) {
renderBody = false;
layer = Layer.board;
}
final double radius;
@ -210,7 +204,7 @@ class SpaceshipRailExit extends RampOpening {
: super(
orientation: RampOrientation.down,
insideLayer: Layer.spaceshipExitRail,
insidePriority: Ball.spaceshipRailPriority,
insidePriority: PinballPriority.ballOnSpaceshipRail,
) {
renderBody = false;
layer = Layer.spaceshipExitRail;

@ -21,15 +21,14 @@ class SpaceshipRamp extends Forge2DBlueprint {
]);
final rightOpening = _SpaceshipRampOpening(
// TODO(ruimiguel): set Board priority when defined.
outsidePriority: 1,
outsidePriority: PinballPriority.ballOnBoard,
rotation: math.pi,
)
..initialPosition = Vector2(1.7, 19.8)
..layer = Layer.opening;
final leftOpening = _SpaceshipRampOpening(
outsideLayer: Layer.spaceship,
outsidePriority: Ball.spaceshipPriority,
outsidePriority: PinballPriority.ballOnSpaceship,
rotation: math.pi,
)
..initialPosition = Vector2(-13.7, 18.6)
@ -50,6 +49,7 @@ class SpaceshipRamp extends Forge2DBlueprint {
rightOpening,
leftOpening,
baseRight,
_SpaceshipRampBackgroundRailingSpriteComponent(),
spaceshipRamp,
spaceshipRampForegroundRailing,
]);
@ -58,7 +58,7 @@ class SpaceshipRamp extends Forge2DBlueprint {
class _SpaceshipRampBackground extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampBackground() : super(priority: Ball.spaceshipRampPriority - 1) {
_SpaceshipRampBackground() : super(priority: PinballPriority.spaceshipRamp) {
layer = Layer.spaceshipEntranceRamp;
}
@ -119,12 +119,13 @@ class _SpaceshipRampBackground extends BodyComponent
renderBody = false;
await add(_SpaceshipRampBackgroundRampSpriteComponent());
await add(_SpaceshipRampBackgroundRailingSpriteComponent());
}
}
class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
with HasGameRef {
_SpaceshipRampBackgroundRailingSpriteComponent()
: super(priority: PinballPriority.spaceshipRampBackgroundRailing);
@override
Future<void> onLoad() async {
await super.onLoad();
@ -170,7 +171,7 @@ class _SpaceshipRampBoardOpeningSpriteComponent extends SpriteComponent
class _SpaceshipRampForegroundRailing extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampForegroundRailing()
: super(priority: Ball.spaceshipRampPriority + 1) {
: super(priority: PinballPriority.spaceshipRampForegroundRailing) {
layer = Layer.spaceshipEntranceRamp;
}
@ -290,7 +291,7 @@ class _SpaceshipRampOpening extends RampOpening {
insideLayer: Layer.spaceshipEntranceRamp,
outsideLayer: outsideLayer,
orientation: RampOrientation.down,
insidePriority: Ball.spaceshipRampPriority,
insidePriority: PinballPriority.ballOnSpaceshipRamp,
outsidePriority: outsidePriority,
) {
renderBody = false;

@ -20,7 +20,8 @@ class SparkyBumper extends BodyComponent with InitialPosition {
_minorRadius = minorRadius,
_activeAssetPath = activeAssetPath,
_inactiveAssetPath = inactiveAssetPath,
_spriteComponent = spriteComponent;
_spriteComponent = spriteComponent,
super(priority: PinballPriority.sparkyBumper);
/// {@macro sparky_bumper}
SparkyBumper.a()

@ -22,7 +22,7 @@ class SparkyComputer extends Forge2DBlueprint {
}
class _ComputerBase extends BodyComponent with InitialPosition {
_ComputerBase();
_ComputerBase() : super(priority: PinballPriority.computerBase);
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
@ -99,7 +99,7 @@ class _ComputerTopSpriteComponent extends SpriteComponent with HasGameRef {
: super(
anchor: Anchor.center,
position: Vector2(-12.45, -49.75),
priority: 1,
priority: PinballPriority.computerTop,
);
@override

@ -9,7 +9,7 @@ class LaunchRampGame extends BasicBallGame {
LaunchRampGame()
: super(
color: Colors.blue,
ballPriority: Ball.launchRampPriority,
ballPriority: PinballPriority.ballOnLaunchRamp,
ballLayer: Layer.launcher,
);

@ -9,7 +9,7 @@ class SpaceshipRailGame extends BasicBallGame {
SpaceshipRailGame()
: super(
color: Colors.blue,
ballPriority: Ball.spaceshipRailPriority,
ballPriority: PinballPriority.ballOnSpaceshipRail,
ballLayer: Layer.spaceshipExitRail,
);

@ -9,7 +9,7 @@ class SpaceshipRampGame extends BasicBallGame {
SpaceshipRampGame()
: super(
color: Colors.blue,
ballPriority: Ball.spaceshipRampPriority,
ballPriority: PinballPriority.ballOnSpaceshipRamp,
ballLayer: Layer.spaceshipEntranceRamp,
);

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