mirror of https://github.com/flutter/pinball.git
feat: included initial Ball body component (#6)
* feat: included initial ball body component * feat: included loads correctly test * chore: moved test to correct directory * refactor: replaced vector instances * refactor: modified exists test * refactor: reused flameTesterpull/8/head
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import 'package:flame_forge2d/body_component.dart';
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import 'package:flutter/material.dart';
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import 'package:forge2d/forge2d.dart';
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class Ball extends BodyComponent {
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Ball({
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required Vector2 position,
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}) : _position = position {
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// TODO(alestiago): Use asset instead of color when provided.
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paint = Paint()..color = const Color(0xFFFFFFFF);
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}
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final Vector2 _position;
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@override
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Body createBody() {
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final shape = CircleShape()..radius = 2;
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final fixtureDef = FixtureDef(shape)..density = 1;
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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.dynamic;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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}
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export 'ball.dart';
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@ -1,2 +1,3 @@
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export 'components/components.dart';
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export 'pinball_game.dart';
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export 'pinball_game.dart';
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export 'view/pinball_game_page.dart';
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export 'view/pinball_game_page.dart';
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@ -0,0 +1,83 @@
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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:pinball/game/game.dart';
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void main() {
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TestWidgetsFlutterBinding.ensureInitialized();
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group('Ball', () {
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final flameTester = FlameTester(PinballGame.new);
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flameTester.test(
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'loads correctly',
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(game) async {
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final ball = Ball(position: Vector2.zero());
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await game.ensureAdd(ball);
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expect(game.contains(ball), 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 ball = Ball(position: position);
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await game.ensureAdd(ball);
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game.contains(ball);
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expect(ball.body.position, position);
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},
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);
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flameTester.test(
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'is dynamic',
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(game) async {
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final ball = Ball(position: Vector2.zero());
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await game.ensureAdd(ball);
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expect(ball.body.bodyType, equals(BodyType.dynamic));
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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 ball = Ball(position: Vector2.zero());
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await game.ensureAdd(ball);
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expect(ball.body.fixtures[0], isA<Fixture>());
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},
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);
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flameTester.test(
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'is dense',
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(game) async {
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final ball = Ball(position: Vector2.zero());
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await game.ensureAdd(ball);
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final fixture = ball.body.fixtures[0];
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expect(fixture.density, greaterThan(0));
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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 ball = Ball(position: Vector2.zero());
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await game.ensureAdd(ball);
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final fixture = ball.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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});
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}
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