fix: undo board movement

pull/115/head
RuiAlonso 4 years ago
parent bb85cc9a1c
commit f65c923523

@ -13,8 +13,8 @@ class Board extends Component {
// TODO(alestiago): adjust positioning once sprites are added.
final bottomGroup = _BottomGroup(
position: Vector2(
PinballGame.boardBounds.center.dx - 5,
PinballGame.boardBounds.bottom + 20,
PinballGame.boardBounds.center.dx,
PinballGame.boardBounds.bottom + 10,
),
spacing: 2,
);

@ -101,6 +101,7 @@ class DinoTopWall extends BodyComponent with InitialPosition {
final wallPerspectiveAngle =
PinballGame.boardPerspectiveAngle + math.pi / 2;
// TODO(ruimiguel): calculate final UI wall shape.
final topCurveShape = BezierCurveShape(
controlPoints: [
Vector2(0, 0),
@ -114,18 +115,20 @@ class DinoTopWall extends BodyComponent with InitialPosition {
..friction = 0;
fixturesDef.add(topFixtureDef);
final mediumCurveShape = BezierCurveShape(
const bottomCurveShift = -5.0;
// TODO(ruimiguel): calculate final UI wall shape.
final bottomCurveShape = BezierCurveShape(
controlPoints: [
Vector2(0 - 5, 0),
Vector2(0 - 5, 8),
Vector2(3 - 5, 8),
Vector2(7 - 5, 0),
Vector2(0 + bottomCurveShift, 0),
Vector2(0 + bottomCurveShift, 8),
Vector2(3 + bottomCurveShift, 8),
Vector2(7 + bottomCurveShift, 0),
],
)..rotate(wallPerspectiveAngle);
final mediumFixtureDef = FixtureDef(mediumCurveShape)
final bottomFixtureDef = FixtureDef(bottomCurveShape)
..restitution = 0.1
..friction = 0;
fixturesDef.add(mediumFixtureDef);
fixturesDef.add(bottomFixtureDef);
return fixturesDef;
}
@ -162,6 +165,7 @@ class DinoBottomWall extends BodyComponent with InitialPosition {
final wallPerspectiveAngle =
PinballGame.boardPerspectiveAngle + math.pi / 2;
// TODO(ruimiguel): calculate final UI wall shape.
final topVertices = [
Vector2(0, 0),
Vector2(0, 5),
@ -178,11 +182,12 @@ class DinoBottomWall extends BodyComponent with InitialPosition {
..friction = 0;
fixturesDef.add(topWallFixtureDef);
const bottomShift = -20.0;
final bottomVertices = [
Vector2(0 - 20, 0),
Vector2(0 - 20, 4),
Vector2(-40 - 20, 4),
Vector2(-40 - 20, 0),
Vector2(0 + bottomShift, 0),
Vector2(0 + bottomShift, 4),
Vector2(-40 + bottomShift, 4),
Vector2(-40 + bottomShift, 0),
]..forEach((point) {
point.rotate(wallPerspectiveAngle);
});

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