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import 'dart:async';
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import 'dart:math' as math;
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import 'package:flame/components.dart' show SpriteComponent;
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import 'package:flame/input.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/services.dart';
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import 'package:pinball/game/game.dart';
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/// {@template flipper}
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/// A bat, typically found in pairs at the bottom of the board.
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///
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/// [Flipper] can be controlled by the player in an arc motion.
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/// {@endtemplate flipper}
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class Flipper extends PositionBodyComponent with KeyboardHandler {
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/// {@macro flipper}
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Flipper._({
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required Vector2 position,
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required this.side,
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required List<LogicalKeyboardKey> keys,
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}) : _position = position,
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_keys = keys,
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super(size: Vector2(width, height));
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/// A left positioned [Flipper].
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Flipper.left({
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required Vector2 position,
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}) : this._(
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position: position,
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side: BoardSide.left,
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keys: [
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LogicalKeyboardKey.arrowLeft,
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LogicalKeyboardKey.keyA,
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],
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);
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/// A right positioned [Flipper].
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Flipper.right({
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required Vector2 position,
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}) : this._(
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position: position,
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side: BoardSide.right,
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keys: [
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LogicalKeyboardKey.arrowRight,
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LogicalKeyboardKey.keyD,
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],
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);
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/// Asset location of the sprite that renders with the [Flipper].
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///
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/// Sprite is preloaded by [PinballGameAssetsX].
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static const spritePath = 'components/flipper.png';
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/// The width of the [Flipper].
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static const width = 12.0;
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/// The height of the [Flipper].
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static const height = 2.8;
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/// The speed required to move the [Flipper] to its highest position.
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///
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/// The higher the value, the faster the [Flipper] will move.
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static const double _speed = 60;
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/// Whether the [Flipper] is on the left or right side of the board.
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///
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/// A [Flipper] with [BoardSide.left] has a counter-clockwise arc motion,
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/// whereas a [Flipper] with [BoardSide.right] has a clockwise arc motion.
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final BoardSide side;
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/// The initial position of the [Flipper] body.
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final Vector2 _position;
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/// The [LogicalKeyboardKey]s that will control the [Flipper].
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///
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/// [onKeyEvent] method listens to when one of these keys is pressed.
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final List<LogicalKeyboardKey> _keys;
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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(spritePath);
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positionComponent = SpriteComponent(
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sprite: sprite,
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size: size,
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);
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if (side == BoardSide.right) {
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positionComponent?.flipHorizontally();
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}
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}
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/// Applies downward linear velocity to the [Flipper], moving it to its
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/// resting position.
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void _moveDown() {
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body.linearVelocity = Vector2(0, -_speed);
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}
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/// Applies upward linear velocity to the [Flipper], moving it to its highest
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/// position.
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void _moveUp() {
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body.linearVelocity = Vector2(0, _speed);
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}
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List<FixtureDef> _createFixtureDefs() {
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final fixtures = <FixtureDef>[];
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final isLeft = side.isLeft;
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final bigCircleShape = CircleShape()..radius = height / 2;
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bigCircleShape.position.setValues(
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isLeft
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? -(width / 2) + bigCircleShape.radius
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: (width / 2) - bigCircleShape.radius,
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0,
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);
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final bigCircleFixtureDef = FixtureDef(bigCircleShape);
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fixtures.add(bigCircleFixtureDef);
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final smallCircleShape = CircleShape()..radius = bigCircleShape.radius / 2;
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smallCircleShape.position.setValues(
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isLeft
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? (width / 2) - smallCircleShape.radius
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: -(width / 2) + smallCircleShape.radius,
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0,
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);
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final smallCircleFixtureDef = FixtureDef(smallCircleShape);
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fixtures.add(smallCircleFixtureDef);
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final trapeziumVertices = isLeft
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? [
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Vector2(bigCircleShape.position.x, bigCircleShape.radius),
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Vector2(smallCircleShape.position.x, smallCircleShape.radius),
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Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
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Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
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]
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: [
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Vector2(smallCircleShape.position.x, smallCircleShape.radius),
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Vector2(bigCircleShape.position.x, bigCircleShape.radius),
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Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
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Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
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];
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final trapezium = PolygonShape()..set(trapeziumVertices);
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final trapeziumFixtureDef = FixtureDef(trapezium)
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..density = 50.0 // TODO(alestiago): Use a proper density.
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..friction = .1; // TODO(alestiago): Use a proper friction.
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fixtures.add(trapeziumFixtureDef);
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return fixtures;
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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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..gravityScale = 0
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..type = BodyType.dynamic
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..position = _position;
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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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// TODO(erickzanardo): Remove this once the issue is solved:
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// https://github.com/flame-engine/flame/issues/1417
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// ignore: public_member_api_docs
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final Completer hasMounted = Completer<void>();
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@override
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void onMount() {
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super.onMount();
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hasMounted.complete();
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}
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@override
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bool onKeyEvent(
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RawKeyEvent event,
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Set<LogicalKeyboardKey> keysPressed,
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) {
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// TODO(alestiago): Check why false cancels the event for other components.
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// Investigate why return is of type [bool] expected instead of a type
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// [KeyEventResult].
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if (!_keys.contains(event.logicalKey)) return true;
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if (event is RawKeyDownEvent) {
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_moveUp();
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} else if (event is RawKeyUpEvent) {
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_moveDown();
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}
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return true;
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}
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}
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/// {@template flipper_anchor}
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/// [Anchor] positioned at the end of a [Flipper].
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///
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/// The end of a [Flipper] depends on its [Flipper.side].
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/// {@endtemplate}
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class FlipperAnchor extends Anchor {
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/// {@macro flipper_anchor}
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FlipperAnchor({
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required Flipper flipper,
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}) : super(
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position: Vector2(
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flipper.side.isLeft
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? flipper.body.position.x - Flipper.width / 2
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: flipper.body.position.x + Flipper.width / 2,
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flipper.body.position.y,
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),
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);
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}
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/// {@template flipper_anchor_revolute_joint_def}
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/// Hinges one end of [Flipper] to a [Anchor] to achieve an arc motion.
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/// {@endtemplate}
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class FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
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/// {@macro flipper_anchor_revolute_joint_def}
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FlipperAnchorRevoluteJointDef({
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required Flipper flipper,
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required FlipperAnchor anchor,
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}) {
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initialize(
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flipper.body,
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anchor.body,
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anchor.body.position,
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);
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enableLimit = true;
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final angle = (flipper.side.isLeft ? _sweepingAngle : -_sweepingAngle) / 2;
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lowerAngle = upperAngle = angle;
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}
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/// The total angle of the arc motion.
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static const _sweepingAngle = math.pi / 3.5;
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/// Unlocks the [Flipper] from its resting position.
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///
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/// The [Flipper] is locked when initialized in order to force it to be at
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/// its resting position.
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// TODO(alestiago): consider refactor once the issue is solved:
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// https://github.com/flame-engine/forge2d/issues/36
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static void unlock(RevoluteJoint joint, BoardSide side) {
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late final double upperLimit, lowerLimit;
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switch (side) {
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case BoardSide.left:
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lowerLimit = -joint.lowerLimit;
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upperLimit = joint.upperLimit;
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break;
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case BoardSide.right:
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lowerLimit = joint.lowerLimit;
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upperLimit = -joint.upperLimit;
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}
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joint.setLimits(lowerLimit, upperLimit);
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}
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}
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