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import 'package:flame/extensions.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/material.dart';
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import 'package:maths/maths.dart';
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/// {@template pathway}
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/// [Pathway] creates lines of various shapes that the [Ball] can collide
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/// with and move along.
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/// {@endtemplate}
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class Pathway extends BodyComponent {
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Pathway._({
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// TODO(ruialonso): remove color when assets added.
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Color? color,
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required Vector2 position,
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required List<List<Vector2>> paths,
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}) : _position = position,
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_paths = paths {
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paint = Paint()
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..color = color ?? const Color.fromARGB(0, 0, 0, 0)
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..style = PaintingStyle.stroke;
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}
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/// {@macro pathway}
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/// [Pathway.straight] creates a straight pathway for the ball.
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///
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/// given a [position] for the body, between a [start] and [end] points.
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/// It creates two [ChainShape] separated by a [pathwayWidth].
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/// If [singleWall] is true, just one [ChainShape] is created
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/// (like a wall instead of a pathway)
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/// The pathway could be rotated by [rotation] in degrees.
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factory Pathway.straight({
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Color? color,
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required Vector2 position,
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required Vector2 start,
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required Vector2 end,
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required double pathwayWidth,
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double rotation = 0,
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bool singleWall = false,
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}) {
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final paths = <List<Vector2>>[];
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final wall1 = [
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start.clone(),
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end.clone(),
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].map((vector) => vector..rotate(radians(rotation))).toList();
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paths.add(wall1);
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if (!singleWall) {
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final wall2 = [
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start + Vector2(pathwayWidth, 0),
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end + Vector2(pathwayWidth, 0),
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].map((vector) => vector..rotate(radians(rotation))).toList();
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paths.add(wall2);
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}
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return Pathway._(
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color: color,
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position: position,
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paths: paths,
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);
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}
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/// {@macro pathway}
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/// [Pathway.arc] creates an arc pathway for the ball.
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///
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/// The arc is created given a [position] for the body, a [radius] for the
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/// circumference and an [angle] to specify the size of it (360 will return
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/// a completed circumference and minor angles a semi circumference ).
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/// It creates two [ChainShape] separated by a [pathwayWidth], like a circular
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/// crown. The specified [radius] is for the outer arc, the inner one will
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/// have a radius of radius-pathwayWidth.
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/// If [singleWall] is true, just one [ChainShape] is created.
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/// The pathway could be rotated by [rotation] in degrees.
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factory Pathway.arc({
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Color? color,
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required Vector2 position,
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required double pathwayWidth,
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required double radius,
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required double angle,
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double rotation = 0,
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bool singleWall = false,
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}) {
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final paths = <List<Vector2>>[];
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final wall1 = calculateArc(
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center: position,
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radius: radius,
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angle: angle,
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offsetAngle: rotation,
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);
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paths.add(wall1);
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if (!singleWall) {
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final wall2 = calculateArc(
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center: position,
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radius: radius - pathwayWidth,
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angle: angle,
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offsetAngle: rotation,
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);
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paths.add(wall2);
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}
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return Pathway._(
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color: color,
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position: position,
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paths: paths,
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);
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}
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/// {@macro pathway}
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/// [Pathway.bezierCurve] creates a bezier curve pathway for the ball.
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///
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/// The curve is created given a [position] for the body, and
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/// with a list of control points specified by [controlPoints].
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/// First and last points set the beginning and end of the curve, all the
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/// inner points between them set the bezier curve final shape.
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/// It creates two [ChainShape] separated by a [pathwayWidth].
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/// If [singleWall] is true, just one [ChainShape] is created
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/// (like a wall instead of a pathway)
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/// The pathway could be rotated by [rotation] in degrees.
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factory Pathway.bezierCurve({
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Color? color,
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required Vector2 position,
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required List<Vector2> controlPoints,
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required double pathwayWidth,
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double rotation = 0,
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bool singleWall = false,
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}) {
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final paths = <List<Vector2>>[];
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final wall1 = calculateBezierCurve(controlPoints: controlPoints)
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.map((vector) => vector..rotate(radians(rotation)))
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.toList();
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paths.add(wall1);
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if (!singleWall) {
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final wall2 = calculateBezierCurve(
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controlPoints: controlPoints
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.map((vector) => vector + Vector2(pathwayWidth, -pathwayWidth))
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.toList(),
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).map((vector) => vector..rotate(radians(rotation))).toList();
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paths.add(wall2);
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}
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return Pathway._(
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color: color,
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position: position,
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paths: paths,
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);
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}
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final Vector2 _position;
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final List<List<Vector2>> _paths;
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@override
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Body createBody() {
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final bodyDef = BodyDef()
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..type = BodyType.static
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..position = _position;
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final body = world.createBody(bodyDef);
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for (final path in _paths) {
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final chain = ChainShape()
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..createChain(
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path.map(gameRef.screenToWorld).toList(),
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);
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final fixtureDef = FixtureDef(chain);
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body.createFixture(fixtureDef);
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}
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return body;
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}
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}
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