refactor: add new background and reposition components (#356)

* refactor: new asset and shape resize

* refactor: add background and move components to match

* chore: update goldens

* chore: swap out computer glow

* chore: pubspec
pull/362/head
Allison Ryan 3 years ago committed by GitHub
parent b3136e5857
commit e6005cd735
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -37,19 +37,19 @@ class AndroidAcres extends Component {
ScoringContactBehavior(points: Points.twentyThousand),
BumperNoiseBehavior(),
],
)..initialPosition = Vector2(-25, 1.3),
)..initialPosition = Vector2(-25.2, 1.5),
AndroidBumper.b(
children: [
ScoringContactBehavior(points: Points.twentyThousand),
BumperNoiseBehavior(),
],
)..initialPosition = Vector2(-32.8, -9.2),
)..initialPosition = Vector2(-32.9, -9.3),
AndroidBumper.cow(
children: [
ScoringContactBehavior(points: Points.twentyThousand),
BumperNoiseBehavior(),
],
)..initialPosition = Vector2(-20.5, -13.8),
)..initialPosition = Vector2(-20.7, -13),
AndroidSpaceshipBonusBehavior(),
],
);

@ -39,14 +39,14 @@ class _BottomGroupSide extends Component {
@override
Future<void> onLoad() async {
final direction = _side.direction;
final centerXAdjustment = _side.isLeft ? 0 : -6.66;
final centerXAdjustment = _side.isLeft ? -0.45 : -6.8;
final flipper = ControlledFlipper(
side: _side,
)..initialPosition = Vector2((11.8 * direction) + centerXAdjustment, 43.6);
)..initialPosition = Vector2((11.6 * direction) + centerXAdjustment, 43.6);
final baseboard = Baseboard(side: _side)
..initialPosition = Vector2(
(25.58 * direction) + centerXAdjustment,
(25.38 * direction) + centerXAdjustment,
28.71,
);
final kicker = Kicker(
@ -56,7 +56,7 @@ class _BottomGroupSide extends Component {
..applyTo(['bouncy_edge']),
],
)..initialPosition = Vector2(
(22.64 * direction) + centerXAdjustment,
(22.44 * direction) + centerXAdjustment,
25.1,
);

@ -20,7 +20,7 @@ class DinoDesert extends Component {
ScoringContactBehavior(points: Points.twoHundredThousand)
..applyTo(['inside_mouth']),
],
)..initialPosition = Vector2(12.6, -6.9),
)..initialPosition = Vector2(12.2, -6.9),
_BarrierBehindDino(),
DinoWalls(),
Slingshots(),

@ -44,7 +44,7 @@ class FlutterForestBonusBehavior extends Component
canvas.add(
ControlledBall.bonus(
characterTheme: readProvider<CharacterTheme>(),
)..initialPosition = Vector2(29.5, -24.5),
)..initialPosition = Vector2(29.2, -24.5),
);
animatronic.playing = true;
signpost.bloc.onProgressed();

@ -21,7 +21,7 @@ class FlutterForest extends Component with ZIndex {
ScoringContactBehavior(points: Points.fiveThousand),
BumperNoiseBehavior(),
],
)..initialPosition = Vector2(8.35, -58.3),
)..initialPosition = Vector2(7.95, -58.35),
DashNestBumper.main(
children: [
ScoringContactBehavior(points: Points.twoHundredThousand),
@ -39,7 +39,7 @@ class FlutterForest extends Component with ZIndex {
ScoringContactBehavior(points: Points.twentyThousand),
BumperNoiseBehavior(),
],
)..initialPosition = Vector2(22.3, -46.75),
)..initialPosition = Vector2(21.8, -46.75),
DashAnimatronic()..position = Vector2(20, -66),
FlutterForestBonusBehavior(),
],

@ -14,8 +14,8 @@ class Launcher extends Component {
LaunchRamp(),
Flapper(),
ControlledPlunger(compressionDistance: 9.2)
..initialPosition = Vector2(41.2, 43.7),
RocketSpriteComponent()..position = Vector2(43, 62.3),
..initialPosition = Vector2(41, 43.7),
RocketSpriteComponent()..position = Vector2(42.8, 62.3),
],
);
}

@ -14,23 +14,23 @@ class Multipliers extends Component with ZIndex {
: super(
children: [
Multiplier.x2(
position: Vector2(-19.5, -2),
position: Vector2(-19.6, -2),
angle: -15 * math.pi / 180,
),
Multiplier.x3(
position: Vector2(13, -9.4),
position: Vector2(12.8, -9.4),
angle: 15 * math.pi / 180,
),
Multiplier.x4(
position: Vector2(0, -21.2),
angle: 0,
position: Vector2(-0.3, -21.2),
angle: 3 * math.pi / 180,
),
Multiplier.x5(
position: Vector2(-8.5, -28),
position: Vector2(-8.9, -28),
angle: -3 * math.pi / 180,
),
Multiplier.x6(
position: Vector2(10, -30.7),
position: Vector2(9.8, -30.7),
angle: 8 * math.pi / 180,
),
MultipliersBehavior(),

@ -33,8 +33,8 @@ class SparkyScorch extends Component {
BumperNoiseBehavior(),
],
)..initialPosition = Vector2(-3.3, -52.55),
SparkyComputerSensor()..initialPosition = Vector2(-13, -49.9),
SparkyAnimatronic()..position = Vector2(-13.8, -58.2),
SparkyComputerSensor()..initialPosition = Vector2(-13.2, -49.9),
SparkyAnimatronic()..position = Vector2(-14, -58.2),
SparkyComputer(),
],
);

@ -79,7 +79,7 @@ class PinballGame extends PinballForge2DGame
BoardBackgroundSpriteComponent(),
Boundaries(),
Backbox(leaderboardRepository: leaderboardRepository),
GoogleWord(position: Vector2(-4.25, 1.8)),
GoogleWord(position: Vector2(-4.45, 1.8)),
Multipliers(),
Multiballs(),
SkillShot(

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@ -9,7 +9,7 @@ class BoardBackgroundSpriteComponent extends SpriteComponent
BoardBackgroundSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(0, -1),
position: Vector2(-0.2, 0.1),
) {
zIndex = ZIndexes.boardBackground;
}

@ -68,7 +68,7 @@ class _BottomBoundarySpriteComponent extends SpriteComponent with HasGameRef {
_BottomBoundarySpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-5, 55.6),
position: Vector2(-5.2, 55.6),
);
@override

@ -37,46 +37,46 @@ class _DinoTopWall extends BodyComponent with InitialPosition {
List<FixtureDef> _createFixtureDefs() {
final topEdgeShape = EdgeShape()
..set(
Vector2(29.25, -35.27),
Vector2(28.4, -34.77),
Vector2(29.05, -35.27),
Vector2(28.2, -34.77),
);
final topCurveShape = BezierCurveShape(
controlPoints: [
topEdgeShape.vertex2,
Vector2(21.35, -28.72),
Vector2(23.45, -24.62),
Vector2(21.15, -28.72),
Vector2(23.25, -24.62),
],
);
final tunnelTopEdgeShape = EdgeShape()
..set(
topCurveShape.vertices.last,
Vector2(30.35, -27.32),
Vector2(30.15, -27.32),
);
final tunnelBottomEdgeShape = EdgeShape()
..set(
Vector2(30.75, -23.17),
Vector2(25.45, -21.22),
Vector2(30.55, -23.17),
Vector2(25.25, -21.22),
);
final middleEdgeShape = EdgeShape()
..set(
tunnelBottomEdgeShape.vertex2,
Vector2(27.45, -19.32),
Vector2(27.25, -19.32),
);
final bottomEdgeShape = EdgeShape()
..set(
middleEdgeShape.vertex2,
Vector2(24.65, -15.02),
Vector2(24.45, -15.02),
);
final undersideEdgeShape = EdgeShape()
..set(
bottomEdgeShape.vertex2,
Vector2(31.75, -13.77),
Vector2(31.55, -13.77),
);
return [
@ -108,7 +108,7 @@ class _DinoTopWallSpriteComponent extends SpriteComponent
with HasGameRef, ZIndex {
_DinoTopWallSpriteComponent()
: super(
position: Vector2(22.75, -38.07),
position: Vector2(22.55, -38.07),
) {
zIndex = ZIndexes.dinoTopWall;
}
@ -129,7 +129,7 @@ class _DinoTopWallSpriteComponent extends SpriteComponent
class _DinoTopWallTunnelSpriteComponent extends SpriteComponent
with HasGameRef, ZIndex {
_DinoTopWallTunnelSpriteComponent()
: super(position: Vector2(23.31, -26.01)) {
: super(position: Vector2(23.11, -26.01)) {
zIndex = ZIndexes.dinoTopWallTunnel;
}
@ -162,28 +162,28 @@ class _DinoBottomWall extends BodyComponent with InitialPosition, ZIndex {
List<FixtureDef> _createFixtureDefs() {
final topEdgeShape = EdgeShape()
..set(
Vector2(32.4, -8.8),
Vector2(25, -7.7),
Vector2(32.2, -8.8),
Vector2(24.8, -7.7),
);
final topLeftCurveShape = BezierCurveShape(
controlPoints: [
topEdgeShape.vertex2,
Vector2(21.8, -7),
Vector2(29.8, 13.8),
Vector2(21.6, -7),
Vector2(29.6, 13.8),
],
);
final bottomLeftEdgeShape = EdgeShape()
..set(
topLeftCurveShape.vertices.last,
Vector2(31.9, 44.1),
Vector2(31.7, 44.1),
);
final bottomEdgeShape = EdgeShape()
..set(
bottomLeftEdgeShape.vertex2,
Vector2(37.8, 44.1),
Vector2(37.6, 44.1),
);
return [
@ -219,6 +219,6 @@ class _DinoBottomWallSpriteComponent extends SpriteComponent with HasGameRef {
);
this.sprite = sprite;
size = sprite.originalSize / 10;
position = Vector2(23.8, -9.5);
position = Vector2(23.6, -9.5);
}
}

@ -18,9 +18,9 @@ class Flapper extends Component {
children: [
FlapperSpinningBehavior(),
],
)..initialPosition = Vector2(4, -69.3),
)..initialPosition = Vector2(3.8, -69.3),
_FlapperStructure(),
_FlapperExit()..initialPosition = Vector2(-0.6, -33.8),
_FlapperExit()..initialPosition = Vector2(-0.8, -33.8),
_BackSupportSpriteComponent(),
_FrontSupportSpriteComponent(),
FlapSpriteAnimationComponent(),
@ -73,14 +73,14 @@ class _FlapperStructure extends BodyComponent with Layered {
List<FixtureDef> _createFixtureDefs() {
final leftEdgeShape = EdgeShape()
..set(
Vector2(1.9, -69.3),
Vector2(1.9, -66),
Vector2(1.7, -69.3),
Vector2(1.7, -66),
);
final bottomEdgeShape = EdgeShape()
..set(
leftEdgeShape.vertex2,
Vector2(3.9, -66),
Vector2(3.7, -66),
);
return [
@ -130,7 +130,7 @@ class FlapSpriteAnimationComponent extends SpriteAnimationComponent
FlapSpriteAnimationComponent()
: super(
anchor: Anchor.center,
position: Vector2(2.8, -70.7),
position: Vector2(2.6, -70.7),
playing: false,
) {
zIndex = ZIndexes.flapper;
@ -173,7 +173,7 @@ class _BackSupportSpriteComponent extends SpriteComponent
_BackSupportSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(2.95, -70.6),
position: Vector2(2.75, -70.6),
) {
zIndex = ZIndexes.flapperBack;
}
@ -196,7 +196,7 @@ class _FrontSupportSpriteComponent extends SpriteComponent
_FrontSupportSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(2.9, -67.6),
position: Vector2(2.7, -67.7),
) {
zIndex = ZIndexes.flapperFront;
}

@ -40,22 +40,22 @@ class _LaunchRampBase extends BodyComponent with Layered, ZIndex {
final rightStraightShape = EdgeShape()
..set(
Vector2(31.4, -61.4),
Vector2(46.5, 68.4),
Vector2(31, -61.4),
Vector2(46.1, 68.4),
);
final rightStraightFixtureDef = FixtureDef(rightStraightShape);
fixturesDef.add(rightStraightFixtureDef);
final leftStraightShape = EdgeShape()
..set(
Vector2(27.8, -61.4),
Vector2(41.5, 68.4),
Vector2(27.4, -61.4),
Vector2(41.1, 68.4),
);
final leftStraightFixtureDef = FixtureDef(leftStraightShape);
fixturesDef.add(leftStraightFixtureDef);
final topCurveShape = ArcShape(
center: Vector2(20.5, -61.1),
center: Vector2(20.1, -61.1),
arcRadius: 11,
angle: 1.6,
rotation: 0.1,
@ -64,7 +64,7 @@ class _LaunchRampBase extends BodyComponent with Layered, ZIndex {
fixturesDef.add(topCurveFixtureDef);
final bottomCurveShape = ArcShape(
center: Vector2(19.3, -60.3),
center: Vector2(18.9, -60.3),
arcRadius: 8.5,
angle: 1.48,
rotation: 0.1,
@ -74,16 +74,16 @@ class _LaunchRampBase extends BodyComponent with Layered, ZIndex {
final topStraightShape = EdgeShape()
..set(
Vector2(3.7, -70.1),
Vector2(19.1, -72.1),
Vector2(3.3, -70.1),
Vector2(18.7, -72.1),
);
final topStraightFixtureDef = FixtureDef(topStraightShape);
fixturesDef.add(topStraightFixtureDef);
final bottomStraightShape = EdgeShape()
..set(
Vector2(3.7, -66.9),
Vector2(19.1, -68.8),
Vector2(3.3, -66.9),
Vector2(18.7, -68.8),
);
final bottomStraightFixtureDef = FixtureDef(bottomStraightShape);
fixturesDef.add(bottomStraightFixtureDef);
@ -113,7 +113,7 @@ class _LaunchRampBaseSpriteComponent extends SpriteComponent with HasGameRef {
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(25.65, 0.7);
position = Vector2(25.25, 0.7);
}
}
@ -131,7 +131,7 @@ class _LaunchRampBackgroundRailingSpriteComponent extends SpriteComponent
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(25.6, -1.3);
position = Vector2(25.2, -1.3);
}
}
@ -149,14 +149,14 @@ class _LaunchRampForegroundRailing extends BodyComponent with ZIndex {
final rightStraightShape = EdgeShape()
..set(
Vector2(27.6, -57.9),
Vector2(38.1, 42.6),
Vector2(27.2, -57.9),
Vector2(37.7, 42.6),
);
final rightStraightFixtureDef = FixtureDef(rightStraightShape);
fixturesDef.add(rightStraightFixtureDef);
final curveShape = ArcShape(
center: Vector2(20.1, -59.3),
center: Vector2(19.7, -59.3),
arcRadius: 7.5,
angle: 1.8,
rotation: -0.13,
@ -166,8 +166,8 @@ class _LaunchRampForegroundRailing extends BodyComponent with ZIndex {
final topStraightShape = EdgeShape()
..set(
Vector2(3.7, -66.8),
Vector2(19.7, -66.8),
Vector2(3.3, -66.8),
Vector2(19.3, -66.8),
);
final topStraightFixtureDef = FixtureDef(topStraightShape);
fixturesDef.add(topStraightFixtureDef);
@ -198,6 +198,6 @@ class _LaunchRampForegroundRailingSpriteComponent extends SpriteComponent
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(22.8, 0.5);
position = Vector2(22.4, 0.5);
}
}

@ -36,8 +36,8 @@ class Multiball extends Component {
Multiball.a({
Iterable<Component>? children,
}) : this._(
position: Vector2(-23, 7.5),
rotation: -24 * math.pi / 180,
position: Vector2(-23.3, 7.5),
rotation: -27 * math.pi / 180,
bloc: MultiballCubit(),
children: children,
);
@ -46,8 +46,8 @@ class Multiball extends Component {
Multiball.b({
Iterable<Component>? children,
}) : this._(
position: Vector2(-7.2, -6.2),
rotation: -5 * math.pi / 180,
position: Vector2(-7.65, -6.2),
rotation: -2 * math.pi / 180,
bloc: MultiballCubit(),
children: children,
);
@ -56,8 +56,8 @@ class Multiball extends Component {
Multiball.c({
Iterable<Component>? children,
}) : this._(
position: Vector2(-0.7, -9.3),
rotation: 2.7 * math.pi / 180,
position: Vector2(-1.1, -9.3),
rotation: 6 * math.pi / 180,
bloc: MultiballCubit(),
children: children,
);
@ -66,8 +66,8 @@ class Multiball extends Component {
Multiball.d({
Iterable<Component>? children,
}) : this._(
position: Vector2(15, 7),
rotation: 24 * math.pi / 180,
position: Vector2(14.8, 7),
rotation: 27 * math.pi / 180,
bloc: MultiballCubit(),
children: children,
);

@ -13,15 +13,13 @@ class Slingshots extends Component with ZIndex {
: super(
children: [
Slingshot(
length: 5.64,
angle: -0.017,
spritePath: Assets.images.slingshot.upper.keyName,
)..initialPosition = Vector2(22.3, -1.58),
)..initialPosition = Vector2(22.7, -0.3),
Slingshot(
length: 3.46,
angle: -0.468,
spritePath: Assets.images.slingshot.lower.keyName,
)..initialPosition = Vector2(24.7, 6.2),
)..initialPosition = Vector2(24.6, 6.1),
],
) {
zIndex = ZIndexes.slingshots;
@ -34,11 +32,9 @@ class Slingshots extends Component with ZIndex {
class Slingshot extends BodyComponent with InitialPosition {
/// {@macro slingshot}
Slingshot({
required double length,
required double angle,
required String spritePath,
}) : _length = length,
_angle = angle,
}) : _angle = angle,
super(
children: [
_SlinghsotSpriteComponent(spritePath, angle: angle),
@ -47,29 +43,28 @@ class Slingshot extends BodyComponent with InitialPosition {
renderBody: false,
);
final double _length;
final double _angle;
List<FixtureDef> _createFixtureDefs() {
const length = 3.46;
const circleRadius = 1.55;
final topCircleShape = CircleShape()..radius = circleRadius;
topCircleShape.position.setValues(0, -_length / 2);
topCircleShape.position.setValues(0, -length / 2);
final bottomCircleShape = CircleShape()..radius = circleRadius;
bottomCircleShape.position.setValues(0, _length / 2);
bottomCircleShape.position.setValues(0, length / 2);
final leftEdgeShape = EdgeShape()
..set(
Vector2(circleRadius, _length / 2),
Vector2(circleRadius, -_length / 2),
Vector2(circleRadius, length / 2),
Vector2(circleRadius, -length / 2),
);
final rightEdgeShape = EdgeShape()
..set(
Vector2(-circleRadius, _length / 2),
Vector2(-circleRadius, -_length / 2),
Vector2(-circleRadius, length / 2),
Vector2(-circleRadius, -length / 2),
);
return [

@ -32,18 +32,18 @@ class _ComputerBase extends BodyComponent with InitialPosition, ZIndex {
List<FixtureDef> _createFixtureDefs() {
final leftEdge = EdgeShape()
..set(
Vector2(-15.1, -45.9),
Vector2(-15.5, -49.5),
Vector2(-15.3, -45.9),
Vector2(-15.7, -49.5),
);
final topEdge = EdgeShape()
..set(
leftEdge.vertex2,
Vector2(-10.9, -50.5),
Vector2(-11.1, -50.5),
);
final rightEdge = EdgeShape()
..set(
topEdge.vertex2,
Vector2(-9.2, -47.1),
Vector2(-9.4, -47.1),
);
return [
@ -67,7 +67,7 @@ class _ComputerBaseSpriteComponent extends SpriteComponent with HasGameRef {
_ComputerBaseSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-12.24, -48.15),
position: Vector2(-12.44, -48.15),
);
@override
@ -89,7 +89,7 @@ class _ComputerTopSpriteComponent extends SpriteComponent
_ComputerTopSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-12.66, -49.37),
position: Vector2(-12.86, -49.37),
) {
zIndex = ZIndexes.computerTop;
}
@ -113,9 +113,9 @@ class _ComputerGlowSpriteComponent extends SpriteComponent
_ComputerGlowSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(4.2, 11),
position: Vector2(4, 11),
) {
zIndex = ZIndexes.computerGlow + 4;
zIndex = ZIndexes.computerGlow;
}
@override

@ -77,7 +77,7 @@ abstract class ZIndexes {
static const computerTop = _above + ballOnBoard;
static const computerGlow = _above + ballOnBoard;
static const computerGlow = _above + computerTop;
static const sparkyAnimatronic = _above + spaceshipRampForegroundRailing;

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