mirror of https://github.com/flutter/pinball.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
332 lines
8.9 KiB
332 lines
8.9 KiB
3 years ago
|
// ignore_for_file: avoid_renaming_method_parameters
|
||
|
|
||
|
import 'dart:async';
|
||
|
import 'dart:math';
|
||
|
|
||
|
import 'package:flame/components.dart';
|
||
|
import 'package:flame_forge2d/flame_forge2d.dart';
|
||
|
import 'package:pinball/game/game.dart';
|
||
|
|
||
|
// TODO(erickzanardo): change this to use the layer class
|
||
|
// that will be introduced on the path PR
|
||
|
const _spaceShipBits = 0x0002;
|
||
|
const _spaceShipSize = 20.0;
|
||
|
|
||
|
/// {@template spaceship_saucer}
|
||
|
/// A [BodyComponent] for the base, or the saucer of the spaceship
|
||
|
/// {@endtemplate}
|
||
|
class SpaceshipSaucer extends BodyComponent with InitialPosition {
|
||
|
/// {@macro spaceship_saucer}
|
||
|
SpaceshipSaucer() : super(priority: 2);
|
||
|
|
||
|
/// Path for the base sprite
|
||
|
static const saucerSpritePath = 'components/spaceship/saucer.png';
|
||
|
|
||
|
/// Path for the upper wall sprite
|
||
|
static const upperWallPath = 'components/spaceship/upper.png';
|
||
|
|
||
|
@override
|
||
|
Future<void> onLoad() async {
|
||
|
await super.onLoad();
|
||
|
final sprites = await Future.wait([
|
||
|
gameRef.loadSprite(saucerSpritePath),
|
||
|
gameRef.loadSprite(upperWallPath),
|
||
|
]);
|
||
|
|
||
|
await add(
|
||
|
SpriteComponent(
|
||
|
sprite: sprites.first,
|
||
|
size: Vector2.all(_spaceShipSize),
|
||
|
anchor: Anchor.center,
|
||
|
),
|
||
|
);
|
||
|
|
||
|
await add(
|
||
|
SpriteComponent(
|
||
|
sprite: sprites.last,
|
||
|
size: Vector2(_spaceShipSize + 0.5, _spaceShipSize / 2),
|
||
|
anchor: Anchor.center,
|
||
|
position: Vector2(0, -(_spaceShipSize / 3.5)),
|
||
|
),
|
||
|
);
|
||
|
|
||
|
renderBody = false;
|
||
|
}
|
||
|
|
||
|
@override
|
||
|
Body createBody() {
|
||
|
final circleShape = CircleShape()..radius = _spaceShipSize / 2;
|
||
|
|
||
|
final bodyDef = BodyDef()
|
||
|
..userData = this
|
||
|
..position = initialPosition
|
||
|
..type = BodyType.static;
|
||
|
|
||
|
return world.createBody(bodyDef)
|
||
|
..createFixture(
|
||
|
FixtureDef(circleShape)
|
||
|
..isSensor = true
|
||
|
..filter.maskBits = _spaceShipBits
|
||
|
..filter.categoryBits = _spaceShipBits,
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// {@spaceship_bridge_top}
|
||
|
/// The bridge of the spaceship (the android head) is divided in two
|
||
|
// [BodyComponent]s, this is the top part of it which contains a single sprite
|
||
|
/// {@endtemplate}
|
||
|
class SpaceshipBridgeTop extends BodyComponent with InitialPosition {
|
||
|
/// {@macro spaceship_bridge_top}
|
||
|
SpaceshipBridgeTop() : super(priority: 6);
|
||
|
|
||
|
/// Path to the top of this sprite
|
||
|
static const spritePath = 'components/spaceship/android-top.png';
|
||
|
|
||
|
@override
|
||
|
Future<void> onLoad() async {
|
||
|
await super.onLoad();
|
||
|
|
||
|
final sprite = await gameRef.loadSprite(spritePath);
|
||
|
await add(
|
||
|
SpriteComponent(
|
||
|
sprite: sprite,
|
||
|
anchor: Anchor.center,
|
||
|
size: Vector2(_spaceShipSize / 2.5 - 1, _spaceShipSize / 5),
|
||
|
),
|
||
|
);
|
||
|
}
|
||
|
|
||
|
@override
|
||
|
Body createBody() {
|
||
|
final bodyDef = BodyDef()
|
||
|
..userData = this
|
||
|
..position = initialPosition
|
||
|
..type = BodyType.static;
|
||
|
|
||
|
return world.createBody(bodyDef);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// {@template spaceship_bridge}
|
||
|
/// The main part of the [SpaceshipBridge], this [BodyComponent]
|
||
|
/// provides both the collision and the rotation animation for the bridge.
|
||
|
/// {@endtemplate}
|
||
|
class SpaceshipBridge extends BodyComponent with InitialPosition {
|
||
|
/// {@macro spaceship_bridge}
|
||
|
SpaceshipBridge() : super(priority: 3);
|
||
|
|
||
|
/// Path to the spaceship bridge
|
||
|
static const spritePath = 'components/spaceship/android-bottom.png';
|
||
|
|
||
|
@override
|
||
|
Future<void> onLoad() async {
|
||
|
await super.onLoad();
|
||
|
|
||
|
renderBody = false;
|
||
|
|
||
|
final sprite = await gameRef.images.load(spritePath);
|
||
|
await add(
|
||
|
SpriteAnimationComponent.fromFrameData(
|
||
|
sprite,
|
||
|
SpriteAnimationData.sequenced(
|
||
|
amount: 14,
|
||
|
stepTime: 0.2,
|
||
|
textureSize: Vector2(160, 114),
|
||
|
),
|
||
|
size: Vector2.all(_spaceShipSize / 2.5),
|
||
|
anchor: Anchor.center,
|
||
|
),
|
||
|
);
|
||
|
}
|
||
|
|
||
|
@override
|
||
|
Body createBody() {
|
||
|
final circleShape = CircleShape()..radius = _spaceShipSize / 5;
|
||
|
|
||
|
final bodyDef = BodyDef()
|
||
|
..userData = this
|
||
|
..position = initialPosition
|
||
|
..type = BodyType.static;
|
||
|
|
||
|
return world.createBody(bodyDef)
|
||
|
..createFixture(
|
||
|
FixtureDef(circleShape)
|
||
|
..restitution = 0.4
|
||
|
..filter.maskBits = _spaceShipBits
|
||
|
..filter.categoryBits = _spaceShipBits,
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// {@template spaceship_entrance}
|
||
|
/// A sensor [BodyComponent] used to detect when the ball enters the
|
||
|
/// the spaceship area in order to modify its filter data so the ball
|
||
|
/// can correctly collide only with the Spaceship
|
||
|
/// {@endtemplate}
|
||
|
// TODO(erickzanardo): Use RampOpening once provided.
|
||
|
class SpaceshipEntrance extends BodyComponent with InitialPosition {
|
||
|
/// {@macro spaceship_entrance}
|
||
|
SpaceshipEntrance();
|
||
|
|
||
|
@override
|
||
|
Body createBody() {
|
||
|
const radius = _spaceShipSize / 2;
|
||
|
final entranceShape = PolygonShape()
|
||
|
..setAsEdge(
|
||
|
Vector2(
|
||
|
radius * cos(20 * pi / 180),
|
||
|
radius * sin(20 * pi / 180),
|
||
|
),
|
||
|
Vector2(
|
||
|
radius * cos(340 * pi / 180),
|
||
|
radius * sin(340 * pi / 180),
|
||
|
),
|
||
|
);
|
||
|
|
||
|
final bodyDef = BodyDef()
|
||
|
..userData = this
|
||
|
..position = initialPosition
|
||
|
..angle = 90 * pi / 180
|
||
|
..type = BodyType.static;
|
||
|
|
||
|
return world.createBody(bodyDef)
|
||
|
..createFixture(
|
||
|
FixtureDef(entranceShape)..isSensor = true,
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// {@template spaceship_hole}
|
||
|
/// A sensor [BodyComponent] responsible for sending the [Ball]
|
||
|
/// back to the board.
|
||
|
/// {@endtemplate}
|
||
|
class SpaceshipHole extends BodyComponent with InitialPosition {
|
||
|
/// {@macro spaceship_hole}
|
||
|
SpaceshipHole();
|
||
|
|
||
|
@override
|
||
|
Body createBody() {
|
||
|
renderBody = false;
|
||
|
final circleShape = CircleShape()..radius = _spaceShipSize / 80;
|
||
|
|
||
|
final bodyDef = BodyDef()
|
||
|
..userData = this
|
||
|
..position = initialPosition
|
||
|
..type = BodyType.static;
|
||
|
|
||
|
return world.createBody(bodyDef)
|
||
|
..createFixture(
|
||
|
FixtureDef(circleShape)
|
||
|
..isSensor = true
|
||
|
..filter.maskBits = _spaceShipBits
|
||
|
..filter.categoryBits = _spaceShipBits,
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// {@template spaceship_wall}
|
||
|
/// A [BodyComponent] that provides the collision for the wall
|
||
|
/// surrounding the spaceship, with a small opening to allow the
|
||
|
/// [Ball] to get inside the spaceship saucer.
|
||
|
/// It also contains the [SpriteComponent] for the lower wall
|
||
|
/// {@endtemplate}
|
||
|
class SpaceshipWall extends BodyComponent with InitialPosition {
|
||
|
/// {@macro spaceship_wall}
|
||
|
SpaceshipWall() : super(priority: 4);
|
||
|
|
||
|
/// Sprite path for the lower wall
|
||
|
static const lowerWallPath = 'components/spaceship/lower.png';
|
||
|
|
||
|
@override
|
||
|
Future<void> onLoad() async {
|
||
|
await super.onLoad();
|
||
|
|
||
|
final sprite = await gameRef.loadSprite(lowerWallPath);
|
||
|
|
||
|
await add(
|
||
|
SpriteComponent(
|
||
|
sprite: sprite,
|
||
|
size: Vector2(_spaceShipSize, (_spaceShipSize / 2) + 1),
|
||
|
anchor: Anchor.center,
|
||
|
position: Vector2(-_spaceShipSize / 4, 0),
|
||
|
angle: 90 * pi / 180,
|
||
|
),
|
||
|
);
|
||
|
}
|
||
|
|
||
|
@override
|
||
|
Body createBody() {
|
||
|
renderBody = false;
|
||
|
|
||
|
const radius = _spaceShipSize / 2;
|
||
|
|
||
|
final wallShape = ChainShape()
|
||
|
..createChain(
|
||
|
[
|
||
|
for (var angle = 20; angle <= 340; angle++)
|
||
|
Vector2(
|
||
|
radius * cos(angle * pi / 180),
|
||
|
radius * sin(angle * pi / 180),
|
||
|
),
|
||
|
],
|
||
|
);
|
||
|
|
||
|
final bodyDef = BodyDef()
|
||
|
..userData = this
|
||
|
..position = initialPosition
|
||
|
..angle = 90 * pi / 180
|
||
|
..type = BodyType.static;
|
||
|
|
||
|
return world.createBody(bodyDef)
|
||
|
..createFixture(
|
||
|
FixtureDef(wallShape)
|
||
|
..restitution = 1
|
||
|
..filter.maskBits = _spaceShipBits
|
||
|
..filter.categoryBits = _spaceShipBits,
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// [ContactCallback] that handles the contact between the [Ball]
|
||
|
/// and the [SpaceshipEntrance].
|
||
|
///
|
||
|
/// It modifies the [Ball] priority and filter data so it can appear on top of
|
||
|
/// the spaceship and also only collide with the spaceship.
|
||
|
// TODO(alestiago): modify once Layer is implemented in Spaceship.
|
||
|
class SpaceshipEntranceBallContactCallback
|
||
|
extends ContactCallback<SpaceshipEntrance, Ball> {
|
||
|
@override
|
||
|
void begin(SpaceshipEntrance entrance, Ball ball, _) {
|
||
|
ball
|
||
|
..priority = 3
|
||
|
..gameRef.reorderChildren();
|
||
|
|
||
|
for (final fixture in ball.body.fixtures) {
|
||
|
fixture.filterData.categoryBits = _spaceShipBits;
|
||
|
fixture.filterData.maskBits = _spaceShipBits;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// [ContactCallback] that handles the contact between the [Ball]
|
||
|
/// and a [SpaceshipHole].
|
||
|
///
|
||
|
/// It resets the [Ball] priority and filter data so it will "be back" on the
|
||
|
/// board.
|
||
|
// TODO(alestiago): modify once Layer is implemented in Spaceship.
|
||
|
class SpaceshipHoleBallContactCallback
|
||
|
extends ContactCallback<SpaceshipHole, Ball> {
|
||
|
@override
|
||
|
void begin(SpaceshipHole hole, Ball ball, _) {
|
||
|
ball
|
||
|
..priority = 1
|
||
|
..gameRef.reorderChildren();
|
||
|
|
||
|
for (final fixture in ball.body.fixtures) {
|
||
|
fixture.filterData.categoryBits = 0xFFFF;
|
||
|
fixture.filterData.maskBits = 0x0001;
|
||
|
}
|
||
|
}
|
||
|
}
|