Refactor collectible handling and scoring system
- Introduced `CollectiblePickupContext` and `CollectiblePickupEffect` to streamline the collectible pickup logic in the Player class. - Updated the `tryPickup` method in the Player class to utilize the new effect system for health, ammo, score, keys, and weapons. - Refactored collectible classes to implement the new `tryCollect` method, returning a `CollectiblePickupEffect`. - Enhanced enemy classes to expose score values based on their type. - Added unit tests for scoring ownership and shareware menu module functionality. - Updated rendering logic in various renderer classes to use the new mapped picture retrieval system. - Improved the `WolfClassicMenuArt` class to utilize a more structured approach for image retrieval based on registry keys. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -21,13 +21,7 @@ void main() {
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engine.init();
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engine.entities.add(
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Collectible(
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x: engine.player.x,
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y: engine.player.y,
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spriteIndex: 0,
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mapId: MapObject.ammoClip,
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type: CollectibleType.ammo,
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),
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AmmoCollectible(x: engine.player.x, y: engine.player.y),
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);
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engine.tick(const Duration(milliseconds: 16));
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