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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 boundaries}
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/// A [Blueprint] which creates the [_BottomBoundary] and [_OuterBoundary].
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///{@endtemplate boundaries}
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class Boundaries extends Blueprint {
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/// {@macro boundaries}
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Boundaries()
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: super(
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components: [
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_BottomBoundary(),
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_OuterBoundary(),
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],
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);
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}
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/// {@template bottom_boundary}
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/// Curved boundary at the bottom of the board where the [Ball] exits the field
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/// of play.
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/// {@endtemplate bottom_boundary}
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class _BottomBoundary extends BodyComponent with InitialPosition {
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/// {@macro bottom_boundary}
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_BottomBoundary()
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: super(
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priority: RenderPriority.bottomBoundary,
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children: [_BottomBoundarySpriteComponent()],
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) {
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renderBody = false;
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}
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDefs = <FixtureDef>[];
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final bottomLeftCurve = BezierCurveShape(
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controlPoints: [
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Vector2(-43.9, 41.8),
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Vector2(-35.7, 43),
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Vector2(-19.9, 51),
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],
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);
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final bottomLeftCurveFixtureDef = FixtureDef(bottomLeftCurve);
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fixturesDefs.add(bottomLeftCurveFixtureDef);
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final bottomRightCurve = BezierCurveShape(
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controlPoints: [
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Vector2(31.8, 44.8),
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Vector2(21.95, 47.7),
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Vector2(12.3, 52.1),
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],
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);
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final bottomRightCurveFixtureDef = FixtureDef(bottomRightCurve);
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fixturesDefs.add(bottomRightCurveFixtureDef);
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return fixturesDefs;
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()..position = initialPosition;
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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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}
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class _BottomBoundarySpriteComponent extends SpriteComponent with HasGameRef {
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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.boundary.bottom.keyName,
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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anchor = Anchor.center;
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position = Vector2(-5.4, 55.6);
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}
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}
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/// {@template outer_boundary}
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/// Boundary enclosing the top and left side of the board. The right side of the
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/// board is closed by the barrier the [LaunchRamp] creates.
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/// {@endtemplate outer_boundary}
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class _OuterBoundary extends BodyComponent with InitialPosition {
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/// {@macro outer_boundary}
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_OuterBoundary()
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: super(
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priority: RenderPriority.outerBoudary,
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children: [_OuterBoundarySpriteComponent()],
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) {
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renderBody = false;
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}
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDefs = <FixtureDef>[];
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final topWall = EdgeShape()
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..set(
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Vector2(3.6, -70.2),
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Vector2(-14.1, -70.2),
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);
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final topWallFixtureDef = FixtureDef(topWall);
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fixturesDefs.add(topWallFixtureDef);
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final topLeftCurve = BezierCurveShape(
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controlPoints: [
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Vector2(-32.3, -57.2),
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Vector2(-31.5, -69.9),
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Vector2(-14.1, -70.2),
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],
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);
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final topLeftCurveFixtureDef = FixtureDef(topLeftCurve);
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fixturesDefs.add(topLeftCurveFixtureDef);
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final leftWall = EdgeShape()
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..set(
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Vector2(-32.3, -57.2),
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Vector2(-43.9, 41.8),
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);
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final leftWallFixtureDef = FixtureDef(leftWall);
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fixturesDefs.add(leftWallFixtureDef);
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return fixturesDefs;
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()..position = initialPosition;
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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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}
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class _OuterBoundarySpriteComponent extends SpriteComponent with HasGameRef {
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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.boundary.outer.keyName,
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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anchor = Anchor.center;
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position = Vector2(-0.2, -1.4);
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}
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}
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