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// ignore_for_file: avoid_renaming_method_parameters
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import 'package:flame/components.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball_components/pinball_components.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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/// {@template sparky_computer}
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/// A [Blueprint] which creates the [_ComputerBase] and
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/// [_ComputerTopSpriteComponent].
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/// {@endtemplate}
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class SparkyComputer extends Forge2DBlueprint {
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@override
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void build(_) {
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final computerBase = _ComputerBase();
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final computerTop = _ComputerTopSpriteComponent();
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addAll([
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computerBase,
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computerTop,
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]);
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}
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}
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class _ComputerBase extends BodyComponent with InitialPosition {
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_ComputerBase();
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDef = <FixtureDef>[];
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final leftEdge = EdgeShape()
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..set(
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Vector2(-14.9, -46),
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Vector2(-15.3, -49.6),
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);
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final leftEdgeFixtureDef = FixtureDef(leftEdge);
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fixturesDef.add(leftEdgeFixtureDef);
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final topEdge = EdgeShape()
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..set(
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Vector2(-15.3, -49.6),
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Vector2(-10.7, -50.6),
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);
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final topEdgeFixtureDef = FixtureDef(topEdge);
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fixturesDef.add(topEdgeFixtureDef);
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final rightEdge = EdgeShape()
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..set(
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Vector2(-10.7, -50.6),
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Vector2(-9, -47.2),
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);
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final rightEdgeFixtureDef = FixtureDef(rightEdge);
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fixturesDef.add(rightEdgeFixtureDef);
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return fixturesDef;
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef(
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position: initialPosition,
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userData: this,
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);
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final body = world.createBody(bodyDef);
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_createFixtureDefs().forEach(body.createFixture);
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return body;
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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renderBody = false;
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await add(_ComputerBaseSpriteComponent());
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}
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}
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class _ComputerBaseSpriteComponent extends SpriteComponent with HasGameRef {
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_ComputerBaseSpriteComponent()
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: super(
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anchor: Anchor.center,
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position: Vector2(-11.95, -48.35),
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);
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = await gameRef.loadSprite(
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Assets.images.sparky.computer.base.keyName,
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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}
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}
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class _ComputerTopSpriteComponent extends SpriteComponent with HasGameRef {
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_ComputerTopSpriteComponent()
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: super(
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anchor: Anchor.center,
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position: Vector2(-12.45, -49.75),
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priority: 1,
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);
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = await gameRef.loadSprite(
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Assets.images.sparky.computer.top.keyName,
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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}
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}
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