refactor: removed priority occurences

pull/282/head
alestiago 3 years ago
parent 871f604b49
commit dea68d65ee

@ -209,8 +209,6 @@ class _DebugGameBallsController extends _GameBallsController {
// TODO(wolfenrain): investigate this CI failure.
// coverage:ignore-start
class _DebugInformation extends Component with HasGameRef<DebugPinballGame> {
_DebugInformation() : super(priority: ZIndexes.debugInfo);
@override
PositionType get positionType => PositionType.widget;

@ -26,10 +26,8 @@ class FireEffect extends ParticleSystemComponent {
required this.burstPower,
required this.direction,
Vector2? position,
int? priority,
}) : super(
position: position,
priority: priority,
);
/// A [double] value that will define how "strong" the burst of particles

@ -8,9 +8,6 @@ import 'package:flutter/material.dart';
/// [BodyComponent]s with compatible [Layer]s can collide with each other,
/// ignoring others. This compatibility depends on bit masking operation
/// between layers. For more information read: https://en.wikipedia.org/wiki/Mask_(computing).
///
/// A parent [Layered] have priority against its children's layer. Them won't be
/// changed but will be ignored.
/// {@endtemplate}
mixin Layered<T extends Forge2DGame> on BodyComponent<T> {
Layer _layer = Layer.all;

@ -21,8 +21,8 @@ abstract class ZIndexes {
// Background
// TODO(allisonryan0002): fix this magic priority. Could bump all priorities
// so there are no negatives.
// TODO(allisonryan0002): fix this magic zindex. Could bump all priorities so
// there are no negatives.
static const boardBackground = 3 * _below + _base;
static const decal = _above + boardBackground;

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