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Fixes to demo game #1506

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Oct 6, 2015
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6 changes: 4 additions & 2 deletions examples/game/lib/main.dart
Original file line number Diff line number Diff line change
Expand Up @@ -119,8 +119,10 @@ class GameDemoState extends State<GameDemo> {
width: 128.0,
height: 128.0
),
new Text(
"Last Score: $_lastScore",
new DefaultTextStyle(
child: new Text(
"Last Score: $_lastScore"
),
style: new TextStyle(fontSize:20.0)
)
],
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74 changes: 65 additions & 9 deletions skysprites/lib/physics_body.dart
Original file line number Diff line number Diff line change
Expand Up @@ -9,10 +9,10 @@ class PhysicsBody {
PhysicsBody(this.shape, {
this.tag: null,
this.type: PhysicsBodyType.dynamic,
this.density: 1.0,
this.friction: 0.0,
this.restitution: 0.0,
this.isSensor: false,
double density: 1.0,
double friction: 0.0,
double restitution: 0.0,
bool isSensor: false,
this.linearVelocity: Offset.zero,
this.angularVelocity: 0.0,
this.linearDampening: 0.0,
Expand All @@ -23,18 +23,74 @@ class PhysicsBody {
this.bullet: false,
this.active: true,
this.gravityScale: 1.0
});
}) {
this.density = density;
this.friction = friction;
this.restitution = restitution;
this.isSensor = isSensor;
}

Object tag;

PhysicsShape shape;

PhysicsBodyType type;

double density;
double friction;
double restitution;
bool isSensor;
double _density;

double get density => _density;

set density(double density) {
_density = density;

if (_body == null)
return;
for(box2d.Fixture f = _body.getFixtureList(); f != null; f = f.getNext()) {
f.setDensity(density);
}
}

double _friction;

double get friction => _friction;

set friction(double friction) {
_friction = friction;

if (_body == null)
return;
for(box2d.Fixture f = _body.getFixtureList(); f != null; f = f.getNext()) {
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We usually put a space after for

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My bad, will add

f.setFriction(friction);
}
}

double _restitution;

double get restitution => _restitution;

set restitution(double restitution) {
_restitution = restitution;

if (_body == null)
return;
for(box2d.Fixture f = _body.getFixtureList(); f != null; f = f.getNext()) {
f.setRestitution(restitution);
}
}

bool _isSensor;

bool get isSensor => _isSensor;

set isSensor(bool isSensor) {
_isSensor = isSensor;

if (_body == null)
return;
for(box2d.Fixture f = _body.getFixtureList(); f != null; f = f.getNext()) {
f.setSensor(isSensor);
}
}

Offset linearVelocity;
double angularVelocity;
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