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132 lines
3.8 KiB
132 lines
3.8 KiB
3 years ago
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// ignore_for_file: avoid_renaming_method_parameters
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import 'package:flame/components.dart';
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import 'package:flame_bloc/flame_bloc.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/material.dart';
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import 'package:pinball/flame/blueprint.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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/// {@template flutter_forest}
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/// Area positioned at the top right of the [Board] where the [Ball]
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/// can bounce off [DashNestBumper]s.
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///
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/// When all [DashNestBumper]s are hit at least once, the [GameBonus.dashNest]
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/// is awarded, and the [BigDashNestBumper] releases a new [Ball].
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/// {@endtemplate}
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// TODO(alestiago): Make a [Blueprint] once nesting [Blueprint] is implemented.
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class FlutterForest extends Component
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with HasGameRef<PinballGame>, BlocComponent<GameBloc, GameState> {
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/// {@macro flutter_forest}
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FlutterForest({
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required this.position,
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});
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/// The position of the [FlutterForest] on the [Board].
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final Vector2 position;
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@override
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bool listenWhen(GameState? previousState, GameState newState) {
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return (previousState?.bonusHistory.length ?? 0) <
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newState.bonusHistory.length &&
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newState.bonusHistory.last == GameBonus.dashNest;
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}
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@override
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void onNewState(GameState state) {
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super.onNewState(state);
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gameRef.addFromBlueprint(BallBlueprint(position: position));
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}
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@override
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Future<void> onLoad() async {
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gameRef.addContactCallback(DashNestBumperBallContactCallback());
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// TODO(alestiago): adjust positioning once sprites are added.
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final smallLeftNest = SmallDashNestBumper(id: 'small_left_nest')
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..initialPosition = position + Vector2(-4.8, 2.8);
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final smallRightNest = SmallDashNestBumper(id: 'small_right_nest')
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..initialPosition = position + Vector2(0.5, -5.5);
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final bigNest = BigDashNestBumper(id: 'big_nest')
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..initialPosition = position;
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await addAll([
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smallLeftNest,
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smallRightNest,
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bigNest,
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]);
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}
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}
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/// {@template dash_nest_bumper}
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/// Bumper located in the [FlutterForest].
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/// {@endtemplate}
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@visibleForTesting
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abstract class DashNestBumper extends BodyComponent<PinballGame>
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with ScorePoints, InitialPosition {
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/// {@macro dash_nest_bumper}
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DashNestBumper({required this.id});
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/// Unique identifier for this [DashNestBumper].
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///
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/// Used to identify [DashNestBumper]s in [GameState.activatedDashNests].
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final String id;
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}
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/// Listens when a [Ball] bounces bounces against a [DashNestBumper].
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@visibleForTesting
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class DashNestBumperBallContactCallback
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extends ContactCallback<DashNestBumper, Ball> {
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@override
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void begin(DashNestBumper dashNestBumper, Ball ball, Contact _) {
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dashNestBumper.gameRef.read<GameBloc>().add(
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DashNestActivated(dashNestBumper.id),
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);
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}
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}
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/// {@macro dash_nest_bumper}
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@visibleForTesting
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class BigDashNestBumper extends DashNestBumper {
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/// {@macro dash_nest_bumper}
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BigDashNestBumper({required String id}) : super(id: id);
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@override
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int get points => 20;
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@override
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Body createBody() {
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final shape = CircleShape()..radius = 2.5;
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final fixtureDef = FixtureDef(shape);
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final bodyDef = BodyDef()
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..position = initialPosition
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..userData = this;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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}
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/// {@macro dash_nest_bumper}
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@visibleForTesting
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class SmallDashNestBumper extends DashNestBumper {
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/// {@macro dash_nest_bumper}
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SmallDashNestBumper({required String id}) : super(id: id);
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@override
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int get points => 10;
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@override
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Body createBody() {
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final shape = CircleShape()..radius = 1;
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final fixtureDef = FixtureDef(shape);
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final bodyDef = BodyDef()
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..position = initialPosition
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..userData = this;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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}
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