mirror of https://github.com/flutter/pinball.git
feat: adding sparky sfx (#364)
* feat: adding sparky sfx * Apply suggestions from code review * lint * feat: better bonus sound implementation * lintpull/358/head
parent
8df797c2a0
commit
1ce3b374ed
@ -1,4 +1,5 @@
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export 'ball_spawning_behavior.dart';
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export 'bonus_noise_behavior.dart';
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export 'bumper_noise_behavior.dart';
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export 'camera_focusing_behavior.dart';
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export 'scoring_behavior.dart';
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@ -0,0 +1,41 @@
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import 'package:flame/components.dart';
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import 'package:flame_bloc/flame_bloc.dart';
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import 'package:pinball/game/game.dart';
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import 'package:pinball_audio/pinball_audio.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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/// Behavior that handles playing a bonus sound effect
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class BonusNoiseBehavior extends Component {
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@override
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Future<void> onLoad() async {
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await add(
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FlameBlocListener<GameBloc, GameState>(
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listenWhen: (previous, current) {
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return previous.bonusHistory.length != current.bonusHistory.length;
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},
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onNewState: (state) {
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final bonus = state.bonusHistory.last;
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final audioPlayer = readProvider<PinballPlayer>();
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switch (bonus) {
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case GameBonus.googleWord:
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audioPlayer.play(PinballAudio.google);
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break;
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case GameBonus.sparkyTurboCharge:
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audioPlayer.play(PinballAudio.sparky);
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break;
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case GameBonus.dinoChomp:
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// TODO(erickzanardo): Add sound
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break;
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case GameBonus.androidSpaceship:
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// TODO(erickzanardo): Add sound
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break;
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case GameBonus.dashNest:
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// TODO(erickzanardo): Add sound
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break;
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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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@ -0,0 +1,186 @@
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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_bloc/flame_bloc.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/game/game.dart';
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import 'package:pinball_audio/pinball_audio.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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class _TestGame extends Forge2DGame {
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Future<void> pump(
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BonusNoiseBehavior child, {
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required PinballPlayer player,
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required GameBloc bloc,
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}) {
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return ensureAdd(
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FlameBlocProvider<GameBloc, GameState>.value(
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value: bloc,
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children: [
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FlameProvider<PinballPlayer>.value(
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player,
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children: [
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child,
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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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}
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class _MockPinballPlayer extends Mock implements PinballPlayer {}
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class _MockGameBloc extends Mock implements GameBloc {}
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void main() {
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TestWidgetsFlutterBinding.ensureInitialized();
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group('BonusNoiseBehavior', () {
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late PinballPlayer player;
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late GameBloc bloc;
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final flameTester = FlameTester(_TestGame.new);
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setUpAll(() {
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registerFallbackValue(PinballAudio.google);
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});
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setUp(() {
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player = _MockPinballPlayer();
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when(() => player.play(any())).thenAnswer((_) {});
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bloc = _MockGameBloc();
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});
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flameTester.testGameWidget(
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'plays google sound',
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setUp: (game, _) async {
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const state = GameState(
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totalScore: 0,
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roundScore: 0,
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multiplier: 1,
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rounds: 0,
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bonusHistory: [GameBonus.googleWord],
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status: GameStatus.playing,
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);
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const initialState = GameState.initial();
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whenListen(
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bloc,
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Stream.fromIterable([initialState, state]),
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initialState: initialState,
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);
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final behavior = BonusNoiseBehavior();
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await game.pump(behavior, player: player, bloc: bloc);
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},
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verify: (_, __) async {
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verify(() => player.play(PinballAudio.google)).called(1);
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},
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);
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flameTester.testGameWidget(
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'plays sparky sound',
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setUp: (game, _) async {
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const state = GameState(
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totalScore: 0,
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roundScore: 0,
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multiplier: 1,
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rounds: 0,
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bonusHistory: [GameBonus.sparkyTurboCharge],
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status: GameStatus.playing,
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);
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const initialState = GameState.initial();
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whenListen(
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bloc,
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Stream.fromIterable([initialState, state]),
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initialState: initialState,
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);
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final behavior = BonusNoiseBehavior();
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await game.pump(behavior, player: player, bloc: bloc);
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},
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verify: (_, __) async {
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verify(() => player.play(PinballAudio.sparky)).called(1);
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},
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);
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flameTester.testGameWidget(
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'plays dino chomp sound',
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setUp: (game, _) async {
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const state = GameState(
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totalScore: 0,
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roundScore: 0,
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multiplier: 1,
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rounds: 0,
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bonusHistory: [GameBonus.dinoChomp],
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status: GameStatus.playing,
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);
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const initialState = GameState.initial();
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whenListen(
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bloc,
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Stream.fromIterable([initialState, state]),
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initialState: initialState,
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);
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final behavior = BonusNoiseBehavior();
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await game.pump(behavior, player: player, bloc: bloc);
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},
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verify: (_, __) async {
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// TODO(erickzanardo): Change when the sound is implemented
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verifyNever(() => player.play(any()));
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},
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);
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flameTester.testGameWidget(
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'plays android spaceship sound',
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setUp: (game, _) async {
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const state = GameState(
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totalScore: 0,
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roundScore: 0,
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multiplier: 1,
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rounds: 0,
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bonusHistory: [GameBonus.androidSpaceship],
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status: GameStatus.playing,
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);
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const initialState = GameState.initial();
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whenListen(
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bloc,
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Stream.fromIterable([initialState, state]),
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initialState: initialState,
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);
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final behavior = BonusNoiseBehavior();
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await game.pump(behavior, player: player, bloc: bloc);
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},
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verify: (_, __) async {
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// TODO(erickzanardo): Change when the sound is implemented
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verifyNever(() => player.play(any()));
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},
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);
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flameTester.testGameWidget(
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'plays dash nest sound',
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setUp: (game, _) async {
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const state = GameState(
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totalScore: 0,
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roundScore: 0,
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multiplier: 1,
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rounds: 0,
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bonusHistory: [GameBonus.dashNest],
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status: GameStatus.playing,
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);
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const initialState = GameState.initial();
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whenListen(
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bloc,
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Stream.fromIterable([initialState, state]),
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initialState: initialState,
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);
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final behavior = BonusNoiseBehavior();
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await game.pump(behavior, player: player, bloc: bloc);
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},
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verify: (_, __) async {
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// TODO(erickzanardo): Change when the sound is implemented
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verifyNever(() => player.play(any()));
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},
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);
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});
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}
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