loadImagesToPaint function
Future<ImagesToPaint?>
loadImagesToPaint(
- LevelMapParams levelMapParams,
- int levelCount,
- double levelHeight,
- double screenWidth,
Implementation
Future<ImagesToPaint?> loadImagesToPaint(LevelMapParams levelMapParams,
int levelCount, double levelHeight, double screenWidth) async {
final ImageDetails completedLevelImageDetails = ImageDetails(
imageInfo: await _getUiImage(levelMapParams.completedLevelImage),
size: levelMapParams.completedLevelImage.size);
final ImageDetails currentLevelImageDetails = ImageDetails(
imageInfo: await _getUiImage(levelMapParams.currentLevelImage),
size: levelMapParams.currentLevelImage.size);
final ImageDetails lockedLevelImageDetails = ImageDetails(
imageInfo: await _getUiImage(levelMapParams.lockedLevelImage),
size: levelMapParams.lockedLevelImage.size);
final ImageDetails? startLevelImageDetails =
levelMapParams.startLevelImage != null
? ImageDetails(
imageInfo: await _getUiImage(levelMapParams.startLevelImage!),
size: levelMapParams.startLevelImage!.size)
: null;
final ImageDetails? pathEndImageDetails = levelMapParams.pathEndImage != null
? ImageDetails(
imageInfo: await _getUiImage(levelMapParams.pathEndImage!),
size: levelMapParams.pathEndImage!.size)
: null;
final List<BGImage>? bgImageDetailsList =
levelMapParams.bgImagesToBePaintedRandomly != null
? await _getBGImages(levelMapParams.bgImagesToBePaintedRandomly!,
levelCount, levelHeight, screenWidth)
: null;
return ImagesToPaint(
bgImages: bgImageDetailsList,
startLevelImage: startLevelImageDetails,
completedLevelImage: completedLevelImageDetails,
currentLevelImage: currentLevelImageDetails,
lockedLevelImage: lockedLevelImageDetails,
pathEndImage: pathEndImageDetails,
);
}