mirror of https://github.com/flutter/pinball.git
parent
625e033709
commit
06c737ca3c
After Width: | Height: | Size: 6.3 KiB |
After Width: | Height: | Size: 5.9 KiB |
After Width: | Height: | Size: 6.4 KiB |
After Width: | Height: | Size: 5.9 KiB |
@ -0,0 +1,131 @@
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// ignore_for_file: avoid_renaming_method_parameters
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import 'dart:math' as math;
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import 'package:flame/components.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball_components/pinball_components.dart';
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/// {@template slingshots}
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/// A [Blueprint] which creates the left and right pairs of [Slingshot]s.
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/// {@endtemplate}
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class Slingshots extends Forge2DBlueprint {
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@override
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void build(_) {
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final leftUpperSlingshot = Slingshot(
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length: 5.66,
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angle: -1.5 * (math.pi / 180),
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spritePath: Assets.images.slingshot.leftUpper.keyName,
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)..initialPosition = Vector2(-29, 1.5);
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final leftLowerSlingshot = Slingshot(
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length: 3.54,
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angle: -29.1 * (math.pi / 180),
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spritePath: Assets.images.slingshot.leftLower.keyName,
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)..initialPosition = Vector2(-31, -6.2);
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final rightUpperSlingshot = Slingshot(
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length: 5.64,
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angle: 1 * (math.pi / 180),
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spritePath: Assets.images.slingshot.rightUpper.keyName,
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)..initialPosition = Vector2(22.3, 1.58);
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final rightLowerSlingshot = Slingshot(
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length: 3.46,
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angle: 26.8 * (math.pi / 180),
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spritePath: Assets.images.slingshot.rightLower.keyName,
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)..initialPosition = Vector2(24.7, -6.2);
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addAll([
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leftUpperSlingshot,
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leftLowerSlingshot,
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rightUpperSlingshot,
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rightLowerSlingshot,
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]);
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}
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}
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/// {@template slingshot}
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/// Elastic bumper that bounces the [Ball] off of its straight sides.
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/// {@endtemplate}
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class Slingshot extends BodyComponent with InitialPosition {
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/// {@macro slingshot}
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Slingshot({
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required double length,
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required double angle,
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required String spritePath,
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}) : _length = length,
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_angle = angle,
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_spritePath = spritePath,
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super(priority: 1);
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final double _length;
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final double _angle;
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final String _spritePath;
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDef = <FixtureDef>[];
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const circleRadius = 1.55;
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final topCircleShape = CircleShape()..radius = circleRadius;
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topCircleShape.position.setValues(0, _length / 2);
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final topCircleFixtureDef = FixtureDef(topCircleShape);
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fixturesDef.add(topCircleFixtureDef);
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final bottomCircleShape = CircleShape()..radius = circleRadius;
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bottomCircleShape.position.setValues(0, -_length / 2);
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final bottomCircleFixtureDef = FixtureDef(bottomCircleShape);
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fixturesDef.add(bottomCircleFixtureDef);
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final leftEdgeShape = EdgeShape()
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..set(
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Vector2(circleRadius, _length / 2),
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Vector2(circleRadius, -_length / 2),
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);
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final leftEdgeShapeFixtureDef = FixtureDef(leftEdgeShape)..restitution = 5;
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fixturesDef.add(leftEdgeShapeFixtureDef);
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final righttEdgeShape = EdgeShape()
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..set(
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Vector2(-circleRadius, _length / 2),
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Vector2(-circleRadius, -_length / 2),
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);
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final righttEdgeShapeFixtureDef = FixtureDef(righttEdgeShape)
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..restitution = 5;
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fixturesDef.add(righttEdgeShapeFixtureDef);
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return fixturesDef;
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..angle = _angle;
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final body = world.createBody(bodyDef);
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_createFixtureDefs().forEach(body.createFixture);
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return body;
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}
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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 _loadSprite();
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renderBody = false;
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}
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Future<void> _loadSprite() async {
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final sprite = await gameRef.loadSprite(_spritePath);
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await add(
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SpriteComponent(
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sprite: sprite,
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size: sprite.originalSize / 10,
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anchor: Anchor.center,
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angle: _angle,
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),
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);
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}
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}
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