mirror of https://github.com/flutter/pinball.git
feat: adding bonus letters to board (#35)
* feat: adding ball spawming upon click on debug mode * PR suggestions * fix: rebase * feat: adding bonus letter component * feat: bonus letter callback * feat: removing flip * feat: adding bonus letters to board * Apply suggestions from code review Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * feat: improving bonus letters grouping * feat: removing not needed pump * feat: rebase fix * fix: re adding wrongly removed code during rebase * fix: lint * fix: flaky test * Apply suggestions from code review Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com>pull/41/head
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// ignore_for_file: avoid_renaming_method_parameters
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import 'dart:async';
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import 'package:flame/components.dart';
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import 'package:flame/effects.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/game/game.dart';
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/// {@template bonus_word}
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/// Loads all [BonusLetter]s to compose a [BonusWord].
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/// {@endtemplate}
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class BonusWord extends Component {
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/// {@macro bonus_word}
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BonusWord({required Vector2 position}) : _position = position;
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final Vector2 _position;
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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 letters = GameBloc.bonusWord.split('');
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for (var i = 0; i < letters.length; i++) {
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unawaited(
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add(
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BonusLetter(
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position: _position - Vector2(16 - (i * 6), -30),
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letter: letters[i],
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index: i,
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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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/// {@template bonus_letter}
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/// [BodyType.static] sensor component, part of a word bonus,
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/// which will activate its letter after contact with a [Ball].
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/// {@endtemplate}
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class BonusLetter extends BodyComponent<PinballGame>
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with BlocComponent<GameBloc, GameState> {
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/// {@macro bonus_letter}
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BonusLetter({
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required Vector2 position,
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required String letter,
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required int index,
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}) : _position = position,
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_letter = letter,
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_index = index {
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paint = Paint()..color = _disableColor;
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}
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/// The area size of this [BonusLetter].
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static final areaSize = Vector2.all(4);
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static const _activeColor = Colors.green;
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static const _disableColor = Colors.red;
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final Vector2 _position;
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final String _letter;
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final int _index;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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await add(
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TextComponent(
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position: Vector2(-1, -1),
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text: _letter,
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textRenderer: TextPaint(
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style: const TextStyle(fontSize: 2, color: Colors.white),
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),
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),
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);
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}
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@override
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Body createBody() {
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final shape = CircleShape()..radius = areaSize.x / 2;
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final fixtureDef = FixtureDef(shape)..isSensor = true;
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final bodyDef = BodyDef()
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..userData = this
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..position = _position
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..type = BodyType.static;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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@override
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bool listenWhen(GameState? previousState, GameState newState) {
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final wasActive = previousState?.isLetterActivated(_index) ?? false;
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final isActive = newState.isLetterActivated(_index);
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return wasActive != isActive;
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}
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@override
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void onNewState(GameState state) {
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final isActive = state.isLetterActivated(_index);
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add(
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ColorEffect(
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isActive ? _activeColor : _disableColor,
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const Offset(0, 1),
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EffectController(duration: 0.25),
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),
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);
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}
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/// Activates this [BonusLetter], if it's not already activated.
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void activate() {
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final isActive = state?.isLetterActivated(_index) ?? false;
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if (!isActive) {
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gameRef.read<GameBloc>().add(BonusLetterActivated(_index));
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}
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}
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}
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/// Triggers [BonusLetter.activate] method when a [BonusLetter] and a [Ball]
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/// come in contact.
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class BonusLetterBallContactCallback
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extends ContactCallback<Ball, BonusLetter> {
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@override
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void begin(Ball ball, BonusLetter bonusLetter, Contact contact) {
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bonusLetter.activate();
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}
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}
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@ -0,0 +1,244 @@
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// ignore_for_file: cascade_invocations
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import 'package:bloc_test/bloc_test.dart';
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import 'package:flame/effects.dart';
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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('BonusWord', () {
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final flameTester = FlameTester(PinballGameTest.create);
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flameTester.test(
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'loads the letters correctly',
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(game) async {
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await game.ready();
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final bonusWord = game.children.whereType<BonusWord>().first;
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final letters = bonusWord.children.whereType<BonusLetter>();
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expect(letters.length, equals(GameBloc.bonusWord.length));
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},
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);
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});
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group('BonusLetter', () {
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final flameTester = FlameTester(PinballGameTest.create);
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flameTester.test(
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'loads correctly',
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(game) async {
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final bonusLetter = BonusLetter(
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position: Vector2.zero(),
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letter: 'G',
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index: 0,
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);
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await game.ensureAdd(bonusLetter);
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await game.ready();
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expect(game.contains(bonusLetter), 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 position = Vector2.all(10);
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final bonusLetter = BonusLetter(
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position: position,
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letter: 'G',
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index: 0,
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);
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await game.ensureAdd(bonusLetter);
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game.contains(bonusLetter);
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expect(bonusLetter.body.position, position);
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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 bonusLetter = BonusLetter(
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position: Vector2.zero(),
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letter: 'G',
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index: 0,
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);
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await game.ensureAdd(bonusLetter);
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expect(bonusLetter.body.bodyType, equals(BodyType.static));
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},
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);
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});
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group('fixture', () {
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flameTester.test(
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'exists',
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(game) async {
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final bonusLetter = BonusLetter(
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position: Vector2.zero(),
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letter: 'G',
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index: 0,
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);
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await game.ensureAdd(bonusLetter);
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expect(bonusLetter.body.fixtures[0], isA<Fixture>());
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},
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);
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flameTester.test(
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'is sensor',
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(game) async {
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final bonusLetter = BonusLetter(
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position: Vector2.zero(),
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letter: 'G',
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index: 0,
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);
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await game.ensureAdd(bonusLetter);
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final fixture = bonusLetter.body.fixtures[0];
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expect(fixture.isSensor, isTrue);
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},
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);
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flameTester.test(
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'shape is circular',
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(game) async {
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final bonusLetter = BonusLetter(
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position: Vector2.zero(),
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letter: 'G',
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index: 0,
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);
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await game.ensureAdd(bonusLetter);
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final fixture = bonusLetter.body.fixtures[0];
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expect(fixture.shape.shapeType, equals(ShapeType.circle));
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expect(fixture.shape.radius, equals(2));
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},
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);
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});
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group('bonus letter activation', () {
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final gameBloc = MockGameBloc();
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BonusLetter _getBonusLetter(PinballGame game) {
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return game.children
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.whereType<BonusWord>()
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.first
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.children
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.whereType<BonusLetter>()
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.first;
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}
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setUp(() {
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whenListen(
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gameBloc,
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const Stream<GameState>.empty(),
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initialState: const GameState.initial(),
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);
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});
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final tester = flameBlocTester(gameBloc: () => gameBloc);
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tester.widgetTest(
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'adds BonusLetterActivated to GameBloc when not activated',
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(game, tester) async {
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await game.ready();
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_getBonusLetter(game).activate();
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await tester.pump();
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verify(() => gameBloc.add(const BonusLetterActivated(0))).called(1);
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},
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);
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tester.widgetTest(
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"doesn't add BonusLetterActivated to GameBloc when already activated",
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(game, tester) async {
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const state = GameState(
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score: 0,
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balls: 2,
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activatedBonusLetters: [0],
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bonusHistory: [],
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);
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whenListen(
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gameBloc,
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Stream.value(state),
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initialState: state,
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);
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await game.ready();
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_getBonusLetter(game).activate();
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await game.ready(); // Making sure that all additions are done
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verifyNever(() => gameBloc.add(const BonusLetterActivated(0)));
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},
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);
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tester.widgetTest(
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'adds a ColorEffect',
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(game, tester) async {
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await game.ready();
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const state = GameState(
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score: 0,
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balls: 2,
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activatedBonusLetters: [0],
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bonusHistory: [],
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);
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final bonusLetter = _getBonusLetter(game);
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bonusLetter.onNewState(state);
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await tester.pump();
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expect(
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bonusLetter.children.whereType<ColorEffect>().length,
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equals(1),
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);
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},
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);
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tester.widgetTest(
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'only listens when there is a change on the letter status',
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(game, tester) async {
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await game.ready();
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const state = GameState(
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score: 0,
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balls: 2,
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activatedBonusLetters: [0],
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bonusHistory: [],
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);
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final bonusLetter = _getBonusLetter(game);
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expect(
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bonusLetter.listenWhen(const GameState.initial(), state),
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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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group('BonusLetterBallContactCallback', () {
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test('calls ball.activate', () {
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final ball = MockBall();
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final bonusLetter = MockBonusLetter();
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final contactCallback = BonusLetterBallContactCallback();
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contactCallback.begin(ball, bonusLetter, MockContact());
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verify(bonusLetter.activate).called(1);
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});
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});
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});
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}
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