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// ignore_for_file: cascade_invocations
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import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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import 'package:flame_test/flame_test.dart';
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import 'package:flutter_test/flutter_test.dart';
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import 'package:mocktail/mocktail.dart';
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import 'package:pinball/game/game.dart';
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import 'package:pinball_components/pinball_components.dart';
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import '../helpers/helpers.dart';
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void main() {
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TestWidgetsFlutterBinding.ensureInitialized();
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final assets = [
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Assets.images.dash.bumper.main.active.keyName,
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Assets.images.dash.bumper.main.inactive.keyName,
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Assets.images.dash.bumper.a.active.keyName,
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Assets.images.dash.bumper.a.inactive.keyName,
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Assets.images.dash.bumper.b.active.keyName,
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Assets.images.dash.bumper.b.inactive.keyName,
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Assets.images.dash.animatronic.keyName,
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Assets.images.signpost.inactive.keyName,
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Assets.images.signpost.active1.keyName,
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Assets.images.signpost.active2.keyName,
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Assets.images.signpost.active3.keyName,
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Assets.images.alienBumper.a.active.keyName,
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Assets.images.alienBumper.a.inactive.keyName,
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Assets.images.alienBumper.b.active.keyName,
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Assets.images.alienBumper.b.inactive.keyName,
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Assets.images.sparky.bumper.a.active.keyName,
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Assets.images.sparky.bumper.a.inactive.keyName,
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Assets.images.sparky.bumper.b.active.keyName,
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Assets.images.sparky.bumper.b.inactive.keyName,
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Assets.images.sparky.bumper.c.active.keyName,
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Assets.images.sparky.bumper.c.inactive.keyName,
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Assets.images.spaceship.ramp.boardOpening.keyName,
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Assets.images.spaceship.ramp.railingForeground.keyName,
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Assets.images.spaceship.ramp.railingBackground.keyName,
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Assets.images.spaceship.ramp.main.keyName,
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Assets.images.spaceship.ramp.arrow.inactive.keyName,
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Assets.images.spaceship.ramp.arrow.active1.keyName,
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Assets.images.spaceship.ramp.arrow.active2.keyName,
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Assets.images.spaceship.ramp.arrow.active3.keyName,
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Assets.images.spaceship.ramp.arrow.active4.keyName,
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Assets.images.spaceship.ramp.arrow.active5.keyName,
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Assets.images.baseboard.left.keyName,
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Assets.images.baseboard.right.keyName,
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Assets.images.flipper.left.keyName,
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Assets.images.flipper.right.keyName,
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Assets.images.boundary.outer.keyName,
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Assets.images.boundary.bottom.keyName,
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Assets.images.slingshot.upper.keyName,
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Assets.images.slingshot.lower.keyName,
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];
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final flameTester = FlameTester(() => PinballTestGame(assets));
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final debugModeFlameTester = FlameTester(() => DebugPinballTestGame(assets));
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group('PinballGame', () {
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// TODO(alestiago): test if [PinballGame] registers
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// [BallScorePointsCallback] once the following issue is resolved:
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// https://github.com/flame-engine/flame/issues/1416
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group('components', () {
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flameTester.test(
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'has only one BottomWall',
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(game) async {
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await game.ready();
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expect(
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game.children.whereType<BottomWall>().length,
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equals(1),
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);
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},
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);
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flameTester.test(
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'has only one Plunger',
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(game) async {
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await game.ready();
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expect(
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game.children.whereType<Plunger>().length,
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equals(1),
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);
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},
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);
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flameTester.test('has one Board', (game) async {
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await game.ready();
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expect(
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game.children.whereType<Board>().length,
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equals(1),
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);
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});
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flameTester.test(
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'one SparkyFireZone',
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(game) async {
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await game.ready();
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expect(game.children.whereType<SparkyFireZone>().length, equals(1));
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},
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);
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flameTester.test(
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'one AlienZone',
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(game) async {
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await game.ready();
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expect(game.children.whereType<AlienZone>().length, equals(1));
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},
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);
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group('controller', () {
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// TODO(alestiago): Write test to be controller agnostic.
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group('listenWhen', () {
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late GameBloc gameBloc;
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setUp(() {
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gameBloc = GameBloc();
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});
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final flameBlocTester = FlameBlocTester<PinballGame, GameBloc>(
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gameBuilder: EmptyPinballTestGame.new,
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blocBuilder: () => gameBloc,
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// assets: assets,
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);
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flameBlocTester.testGameWidget(
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'listens when all balls are lost and there are more than 0 balls',
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setUp: (game, tester) async {
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final newState = MockGameState();
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when(() => newState.balls).thenReturn(2);
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game.descendants().whereType<ControlledBall>().forEach(
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(ball) => ball.controller.lost(),
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);
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await game.ready();
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expect(
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game.controller.listenWhen(MockGameState(), newState),
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isTrue,
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);
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},
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);
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flameTester.test(
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"doesn't listen when some balls are left",
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(game) async {
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final newState = MockGameState();
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when(() => newState.balls).thenReturn(1);
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expect(
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game.descendants().whereType<Ball>().length,
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greaterThan(0),
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);
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expect(
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game.controller.listenWhen(MockGameState(), newState),
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isFalse,
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);
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},
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);
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flameBlocTester.test(
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"doesn't listen when no balls left",
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(game) async {
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final newState = MockGameState();
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when(() => newState.balls).thenReturn(0);
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game.descendants().whereType<ControlledBall>().forEach(
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(ball) => ball.controller.lost(),
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);
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await game.ready();
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expect(
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game.descendants().whereType<Ball>().isEmpty,
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isTrue,
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);
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expect(
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game.controller.listenWhen(MockGameState(), newState),
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isFalse,
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);
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},
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);
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});
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group(
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'onNewState',
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() {
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flameTester.test(
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'spawns a ball',
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(game) async {
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await game.ready();
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final previousBalls =
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game.descendants().whereType<Ball>().toList();
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game.controller.onNewState(MockGameState());
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await game.ready();
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final currentBalls =
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game.descendants().whereType<Ball>().toList();
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expect(
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currentBalls.length,
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equals(previousBalls.length + 1),
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);
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},
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);
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},
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);
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});
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});
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});
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group('DebugPinballGame', () {
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debugModeFlameTester.test('adds a ball on tap up', (game) async {
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await game.ready();
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final eventPosition = MockEventPosition();
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when(() => eventPosition.game).thenReturn(Vector2.all(10));
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final tapUpEvent = MockTapUpInfo();
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when(() => tapUpEvent.eventPosition).thenReturn(eventPosition);
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final previousBalls = game.descendants().whereType<Ball>().toList();
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game.onTapUp(tapUpEvent);
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await game.ready();
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expect(
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game.children.whereType<Ball>().length,
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equals(previousBalls.length + 1),
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);
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});
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group('controller', () {
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late GameBloc gameBloc;
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setUp(() {
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gameBloc = GameBloc();
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});
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final debugModeFlameBlocTester =
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FlameBlocTester<DebugPinballGame, GameBloc>(
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gameBuilder: DebugPinballTestGame.new,
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blocBuilder: () => gameBloc,
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assets: assets,
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);
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debugModeFlameBlocTester.testGameWidget(
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'ignores debug balls',
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setUp: (game, tester) async {
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final newState = MockGameState();
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when(() => newState.balls).thenReturn(1);
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await game.ready();
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game.children.removeWhere((component) => component is Ball);
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await game.ready();
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await game.ensureAdd(ControlledBall.debug());
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expect(
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game.controller.listenWhen(MockGameState(), newState),
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isTrue,
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);
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},
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);
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});
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});
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}
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