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// ignore_for_file: cascade_invocations
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import 'package:flame_forge2d/flame_forge2d.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 '../../helpers/helpers.dart';
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void main() {
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TestWidgetsFlutterBinding.ensureInitialized();
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group('Wall', () {
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group('BottomWallBallContactCallback', () {
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test(
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'removes the ball on begin contact when the wall is a bottom one',
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() {
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final game = MockPinballGame();
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final wall = MockBottomWall();
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final ball = MockBall();
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when(() => ball.gameRef).thenReturn(game);
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BottomWallBallContactCallback()
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// Remove once https://github.com/flame-engine/flame/pull/1415
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// is merged
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..end(MockBall(), MockBottomWall(), MockContact())
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..begin(ball, wall, MockContact());
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verify(ball.lost).called(1);
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},
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);
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});
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final flameTester = FlameTester(PinballGameX.initial);
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flameTester.test(
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'loads correctly',
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(game) async {
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await game.ready();
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final wall = Wall(
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start: Vector2.zero(),
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end: Vector2(100, 0),
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);
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await game.ensureAdd(wall);
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expect(game.contains(wall), isTrue);
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},
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);
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group('body', () {
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flameTester.test(
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'positions correctly',
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(game) async {
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final wall = Wall(
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start: Vector2.zero(),
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end: Vector2(100, 0),
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);
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await game.ensureAdd(wall);
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game.contains(wall);
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expect(wall.body.position, Vector2.zero());
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},
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);
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flameTester.test(
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'is static',
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(game) async {
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final wall = Wall(
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start: Vector2.zero(),
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end: Vector2(100, 0),
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);
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await game.ensureAdd(wall);
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expect(wall.body.bodyType, equals(BodyType.static));
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},
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);
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});
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group('first fixture', () {
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flameTester.test(
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'exists',
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(game) async {
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final wall = Wall(
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start: Vector2.zero(),
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end: Vector2(100, 0),
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);
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await game.ensureAdd(wall);
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expect(wall.body.fixtures[0], isA<Fixture>());
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},
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);
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flameTester.test(
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'has restitution equals 0',
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(game) async {
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final wall = Wall(
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start: Vector2.zero(),
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end: Vector2(100, 0),
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);
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await game.ensureAdd(wall);
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final fixture = wall.body.fixtures[0];
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expect(fixture.restitution, equals(0));
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},
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);
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flameTester.test(
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'has friction',
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(game) async {
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final wall = Wall(
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start: Vector2.zero(),
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end: Vector2(100, 0),
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);
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await game.ensureAdd(wall);
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final fixture = wall.body.fixtures[0];
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expect(fixture.friction, greaterThan(0));
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},
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);
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});
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});
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}
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