mirror of https://github.com/flutter/pinball.git
feat: loop animatronics (#452)
* feat: loop animatronics * chore: rename animationCooldown * fix: appease cspell Co-authored-by: Tom Arra <tarra3@gmail.com>pull/453/head
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import 'package:flame/components.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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class AnimatronicLoopingBehavior extends TimerComponent
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with ParentIsA<SpriteAnimationComponent> {
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AnimatronicLoopingBehavior({
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required double animationCoolDown,
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}) : super(period: animationCoolDown);
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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parent.animation?.onComplete = () {
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parent.animation?.reset();
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parent.playing = false;
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timer
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..reset()
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..start();
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};
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}
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@override
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void onTick() {
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parent.playing = true;
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}
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}
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@ -0,0 +1,105 @@
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// ignore_for_file: cascade_invocations
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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: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/behaviors/behaviors.dart';
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import 'package:pinball_components/pinball_components.dart';
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class _TestGame extends Forge2DGame {
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@override
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Future<void> onLoad() async {
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images.prefix = '';
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await images.load(Assets.images.dash.animatronic.keyName);
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}
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}
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class _TestSpriteAnimationComponent extends SpriteAnimationComponent {}
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class _MockSpriteAnimation extends Mock implements SpriteAnimation {}
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void main() {
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TestWidgetsFlutterBinding.ensureInitialized();
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final flameTester = FlameTester(_TestGame.new);
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group('AnimatronicLoopingBehavior', () {
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test('can be instantiated', () {
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expect(
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AnimatronicLoopingBehavior(animationCoolDown: 1),
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isA<AnimatronicLoopingBehavior>(),
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);
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});
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flameTester.test(
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'can be added',
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(game) async {
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final behavior = AnimatronicLoopingBehavior(animationCoolDown: 1);
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final animation = _MockSpriteAnimation();
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final spriteAnimationComponent = _TestSpriteAnimationComponent()
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..animation = animation;
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await game.ensureAdd(spriteAnimationComponent);
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await spriteAnimationComponent.add(behavior);
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await game.ready();
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expect(game.contains(spriteAnimationComponent), isTrue);
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expect(spriteAnimationComponent.contains(behavior), isTrue);
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},
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);
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flameTester.test(
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'onTick starts playing the animation',
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(game) async {
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final behavior = AnimatronicLoopingBehavior(animationCoolDown: 1);
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final spriteAnimationComponent = _TestSpriteAnimationComponent();
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await game.ensureAdd(spriteAnimationComponent);
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await spriteAnimationComponent.add(behavior);
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spriteAnimationComponent.playing = false;
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game.update(behavior.timer.limit);
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expect(spriteAnimationComponent.playing, isTrue);
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},
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);
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flameTester.test(
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'animation onComplete resets and stops playing the animation',
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(game) async {
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final behavior = AnimatronicLoopingBehavior(animationCoolDown: 1);
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final spriteAnimationComponent = DashAnimatronic();
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await game.ensureAdd(spriteAnimationComponent);
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await spriteAnimationComponent.add(behavior);
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game.update(1);
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expect(spriteAnimationComponent.playing, isTrue);
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spriteAnimationComponent.animation!.onComplete!.call();
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expect(spriteAnimationComponent.playing, isFalse);
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expect(spriteAnimationComponent.animation!.currentIndex, equals(0));
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},
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);
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flameTester.test(
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'animation onComplete resets and starts the timer',
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(game) async {
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final behavior = AnimatronicLoopingBehavior(animationCoolDown: 1);
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final spriteAnimationComponent = DashAnimatronic();
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await game.ensureAdd(spriteAnimationComponent);
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await spriteAnimationComponent.add(behavior);
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game.update(0.5);
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expect(behavior.timer.current, equals(0.5));
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spriteAnimationComponent.animation!.onComplete!.call();
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expect(behavior.timer.current, equals(0));
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expect(behavior.timer.isRunning(), isTrue);
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},
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);
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});
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}
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