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@ -125,7 +125,10 @@ class _SpaceshipRampBackground extends BodyComponent
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class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
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class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
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with HasGameRef {
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with HasGameRef {
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_SpaceshipRampBackgroundRailingSpriteComponent()
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_SpaceshipRampBackgroundRailingSpriteComponent()
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: super(priority: RenderPriority.spaceshipRampBackgroundRailing);
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: super(
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position: Vector2(-11.7, -54.3),
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priority: RenderPriority.spaceshipRampBackgroundRailing,
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);
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@override
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@override
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Future<void> onLoad() async {
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Future<void> onLoad() async {
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await super.onLoad();
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await super.onLoad();
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@ -135,7 +138,6 @@ class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
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this.sprite = sprite;
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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size = sprite.originalSize / 10;
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anchor = Anchor.center;
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anchor = Anchor.center;
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position = Vector2(-11.7, -54.3);
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}
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}
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}
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}
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@ -144,7 +146,6 @@ class _SpaceshipRampBackgroundRampSpriteComponent extends SpriteComponent
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@override
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@override
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Future<void> onLoad() async {
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Future<void> onLoad() async {
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await super.onLoad();
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await super.onLoad();
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// TODO(ruimiguel): update asset correctly cut from the ramp opening.
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final sprite = await gameRef.loadSprite(
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final sprite = await gameRef.loadSprite(
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Assets.images.spaceship.ramp.main.keyName,
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Assets.images.spaceship.ramp.main.keyName,
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);
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);
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@ -176,10 +177,7 @@ enum SpaceshipRampArrowSpriteState {
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active5,
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active5,
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}
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}
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/// Helps obtaining the arrow asset corresponding to each enum
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extension on SpaceshipRampArrowSpriteState {
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/// [SpaceshipRampArrowSpriteState].
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extension SpaceshipRampArrowSpriteStateX on SpaceshipRampArrowSpriteState {
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/// Gives path to the arrow asset, depending on its enum.
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String get path {
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String get path {
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switch (this) {
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switch (this) {
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case SpaceshipRampArrowSpriteState.inactive:
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case SpaceshipRampArrowSpriteState.inactive:
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@ -202,7 +200,10 @@ class _SpaceshipRampArrowSpriteComponent
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extends SpriteGroupComponent<SpaceshipRampArrowSpriteState>
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extends SpriteGroupComponent<SpaceshipRampArrowSpriteState>
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with HasGameRef {
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with HasGameRef {
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_SpaceshipRampArrowSpriteComponent()
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_SpaceshipRampArrowSpriteComponent()
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: super(priority: RenderPriority.spaceshipRampBackgroundRailing);
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: super(
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position: Vector2(-3.9, -56.5),
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priority: RenderPriority.spaceshipRampBackgroundRailing,
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);
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@override
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@override
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Future<void> onLoad() async {
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Future<void> onLoad() async {
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@ -216,7 +217,6 @@ class _SpaceshipRampArrowSpriteComponent
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current = SpaceshipRampArrowSpriteState.inactive;
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current = SpaceshipRampArrowSpriteState.inactive;
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size = sprites[current]!.originalSize / 10;
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size = sprites[current]!.originalSize / 10;
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anchor = Anchor.center;
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anchor = Anchor.center;
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position = Vector2(-3.9, -56.5);
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}
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}
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}
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}
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@ -225,7 +225,6 @@ class _SpaceshipRampBoardOpeningSpriteComponent extends SpriteComponent
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@override
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@override
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Future<void> onLoad() async {
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Future<void> onLoad() async {
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await super.onLoad();
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await super.onLoad();
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// TODO(ruimiguel): update asset correctly cut from the ramp background.
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final sprite = await gameRef.loadSprite(
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final sprite = await gameRef.loadSprite(
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Assets.images.spaceship.ramp.boardOpening.keyName,
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Assets.images.spaceship.ramp.boardOpening.keyName,
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);
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);
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