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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/flame/flame.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 controlled_sparky_computer}
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/// [SparkyComputer] with a [SparkyComputerController] attached.
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/// {@endtemplate}
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class ControlledSparkyComputer extends SparkyComputer
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with Controls<SparkyComputerController>, HasGameRef<PinballGame> {
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/// {@macro controlled_sparky_computer}
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ControlledSparkyComputer() {
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controller = SparkyComputerController(this);
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}
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@override
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void build(Forge2DGame _) {
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addContactCallback(_SparkyTurboChargeSensorBallContactCallback());
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final sparkyTurboChargeSensor = _SparkyTurboChargeSensor()
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..initialPosition = Vector2(-13.4, 49.8);
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add(sparkyTurboChargeSensor);
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super.build(_);
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}
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}
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class _SparkyTurboChargeSensor extends BodyComponent with InitialPosition {
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_SparkyTurboChargeSensor() {
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renderBody = false;
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}
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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)..isSensor = true;
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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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/// {@template sparky_computer_controller}
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/// Controller attached to a [SparkyComputer] that handles its game related
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/// logic.
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/// {@endtemplate}
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//TODO(allisonryan0002): listen for turbo charge game bonus and animate Sparky.
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class SparkyComputerController
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extends ComponentController<ControlledSparkyComputer> {
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/// {@macro sparky_computer_controller}
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SparkyComputerController(ControlledSparkyComputer controlledComputer)
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: super(controlledComputer);
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}
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class _SparkyTurboChargeSensorBallContactCallback
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extends ContactCallback<_SparkyTurboChargeSensor, ControlledBall> {
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_SparkyTurboChargeSensorBallContactCallback();
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@override
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void begin(
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_SparkyTurboChargeSensor sparkyTurboChargeSensor,
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ControlledBall ball,
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_,
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) {
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ball.controller.turboCharge();
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}
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}
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Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.0 KiB |
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.2 KiB |
Before Width: | Height: | Size: 3.1 KiB After Width: | Height: | Size: 3.1 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 4.5 KiB |
@ -0,0 +1,109 @@
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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_forge2d/flame_forge2d.dart';
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import 'package:pinball_components/pinball_components.dart';
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/// {@template sparky_computer}
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/// A [Blueprint] which creates the [_ComputerBase] and [_ComputerTop].
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/// {@endtemplate}
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class SparkyComputer extends Forge2DBlueprint {
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@override
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void build(_) {
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final computerBase = _ComputerBase();
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final computerTop = _ComputerTop();
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addAll([
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computerBase,
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computerTop,
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]);
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}
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}
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class _ComputerBase extends BodyComponent with InitialPosition {
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_ComputerBase();
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDef = <FixtureDef>[];
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final leftEdge = EdgeShape()
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..set(
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Vector2(-15.3, 46),
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Vector2(-15.7, 49.6),
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);
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final leftEdgeFixtureDef = FixtureDef(leftEdge);
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fixturesDef.add(leftEdgeFixtureDef);
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final topEdge = EdgeShape()
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..set(
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Vector2(-15.7, 49.6),
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Vector2(-11.1, 50.6),
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);
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final topEdgeFixtureDef = FixtureDef(topEdge);
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fixturesDef.add(topEdgeFixtureDef);
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final rightEdge = EdgeShape()
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..set(
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Vector2(-11.1, 50.6),
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Vector2(-9.4, 47.2),
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);
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final rightEdgeFixtureDef = FixtureDef(rightEdge);
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fixturesDef.add(rightEdgeFixtureDef);
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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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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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||||||
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await super.onLoad();
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await _loadSprite();
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||||||
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renderBody = false;
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}
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||||||
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Future<void> _loadSprite() async {
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||||||
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final sprite = await gameRef.loadSprite(
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Assets.images.sparky.computer.base.keyName,
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);
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await add(
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SpriteComponent(
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||||||
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sprite: sprite,
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||||||
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size: sprite.originalSize / 10,
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||||||
|
anchor: Anchor.center,
|
||||||
|
position: Vector2(-12.35, -48.35),
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||||||
|
),
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||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class _ComputerTop extends SpriteComponent with HasGameRef {
|
||||||
|
_ComputerTop()
|
||||||
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: super(
|
||||||
|
anchor: Anchor.center,
|
||||||
|
position: Vector2(-12.85, -49.75),
|
||||||
|
priority: 1,
|
||||||
|
);
|
||||||
|
|
||||||
|
@override
|
||||||
|
Future<void> onLoad() async {
|
||||||
|
await super.onLoad();
|
||||||
|
|
||||||
|
final sprite = await gameRef.loadSprite(
|
||||||
|
Assets.images.sparky.computer.top.keyName,
|
||||||
|
);
|
||||||
|
this.sprite = sprite;
|
||||||
|
size = sprite.originalSize / 10;
|
||||||
|
}
|
||||||
|
}
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