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pinball/packages/pinball_components/lib/src/components/spaceship_rail.dart

202 lines
5.4 KiB

import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
import 'package:pinball_flame/pinball_flame.dart';
/// {@template spaceship_rail}
/// A [Blueprint] for the spaceship drop tube.
/// {@endtemplate}
class SpaceshipRail extends Blueprint {
/// {@macro spaceship_rail}
SpaceshipRail()
: super(
components: [
_SpaceshipRailRamp(),
_SpaceshipRailExit(),
_SpaceshipRailBase(radius: 0.55)
..initialPosition = Vector2(-26.15, -18.65),
_SpaceshipRailBase(radius: 0.8)
..initialPosition = Vector2(-25.5, 12.9),
_SpaceshipRailForeground()
],
);
}
class _SpaceshipRailRamp extends BodyComponent with Layered {
_SpaceshipRailRamp()
: super(
priority: RenderPriority.spaceshipRail,
children: [_SpaceshipRailRampSpriteComponent()],
) {
layer = Layer.spaceshipExitRail;
renderBody = false;
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDefs = <FixtureDef>[];
final topArcShape = ArcShape(
center: Vector2(-35.5, -30.9),
arcRadius: 2.5,
angle: math.pi,
rotation: 0.2,
);
final topArcFixtureDef = FixtureDef(topArcShape);
fixturesDefs.add(topArcFixtureDef);
final topLeftCurveShape = BezierCurveShape(
controlPoints: [
Vector2(-37.9, -30.4),
Vector2(-38, -23.9),
Vector2(-30.93, -18.2),
],
);
final topLeftCurveFixtureDef = FixtureDef(topLeftCurveShape);
fixturesDefs.add(topLeftCurveFixtureDef);
final middleLeftCurveShape = BezierCurveShape(
controlPoints: [
topLeftCurveShape.vertices.last,
Vector2(-22.6, -10.3),
Vector2(-30, -0.2),
],
);
final middleLeftCurveFixtureDef = FixtureDef(middleLeftCurveShape);
fixturesDefs.add(middleLeftCurveFixtureDef);
final bottomLeftCurveShape = BezierCurveShape(
controlPoints: [
middleLeftCurveShape.vertices.last,
Vector2(-36, 8.6),
Vector2(-32.04, 18.3),
],
);
final bottomLeftCurveFixtureDef = FixtureDef(bottomLeftCurveShape);
fixturesDefs.add(bottomLeftCurveFixtureDef);
final topRightStraightShape = EdgeShape()
..set(
Vector2(-33, -31.3),
Vector2(-27.2, -21.3),
);
final topRightStraightFixtureDef = FixtureDef(topRightStraightShape);
fixturesDefs.add(topRightStraightFixtureDef);
final middleRightCurveShape = BezierCurveShape(
controlPoints: [
topRightStraightShape.vertex1,
Vector2(-16.5, -11.4),
Vector2(-25.29, 1.7),
],
);
final middleRightCurveFixtureDef = FixtureDef(middleRightCurveShape);
fixturesDefs.add(middleRightCurveFixtureDef);
final bottomRightCurveShape = BezierCurveShape(
controlPoints: [
middleRightCurveShape.vertices.last,
Vector2(-29.91, 8.5),
Vector2(-26.8, 15.7),
],
);
final bottomRightCurveFixtureDef = FixtureDef(bottomRightCurveShape);
fixturesDefs.add(bottomRightCurveFixtureDef);
return fixturesDefs;
}
@override
Body createBody() {
final body = world.createBody(BodyDef());
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
gameRef.addContactCallback(
LayerSensorBallContactCallback<_SpaceshipRailExit>(),
);
}
}
class _SpaceshipRailRampSpriteComponent extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.rail.main.keyName,
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-29.4, -5.7);
}
}
class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
_SpaceshipRailForeground()
: super(priority: RenderPriority.spaceshipRailForeground);
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.rail.foreground.keyName,
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-28.5, 19.7);
}
}
/// Represents the ground bases of the [_SpaceshipRailRamp].
class _SpaceshipRailBase extends BodyComponent with InitialPosition {
_SpaceshipRailBase({required this.radius}) {
renderBody = false;
}
final double radius;
@override
Body createBody() {
final shape = CircleShape()..radius = radius;
final fixtureDef = FixtureDef(shape);
final bodyDef = BodyDef(
position: initialPosition,
);
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
class _SpaceshipRailExit extends LayerSensor {
_SpaceshipRailExit()
: super(
orientation: LayerEntranceOrientation.down,
insideLayer: Layer.spaceshipExitRail,
insidePriority: RenderPriority.ballOnSpaceshipRail,
) {
renderBody = false;
layer = Layer.spaceshipExitRail;
}
@override
Shape get shape {
return ArcShape(
center: Vector2(-29, 19),
arcRadius: 2.5,
angle: math.pi * 0.4,
rotation: -1.4,
);
}
}