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@ -2,6 +2,33 @@ 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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enum _SignPostSpriteState {
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inactive,
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active1,
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active2,
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active3,
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}
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extension on _SignPostSpriteState {
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String get path {
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switch (this) {
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case _SignPostSpriteState.inactive:
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return Assets.images.signPost.inactive.keyName;
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case _SignPostSpriteState.active1:
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return Assets.images.signPost.active1.keyName;
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case _SignPostSpriteState.active2:
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return Assets.images.signPost.active2.keyName;
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case _SignPostSpriteState.active3:
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return Assets.images.signPost.active3.keyName;
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}
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}
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_SignPostSpriteState get next {
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return _SignPostSpriteState
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.values[(index + 1) % _SignPostSpriteState.values.length];
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}
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}
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/// {@template flutter_sign_post}
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/// A sign, found in the Flutter Forest.
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/// {@endtemplate}
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@ -15,6 +42,11 @@ class FlutterSignPost extends BodyComponent with InitialPosition {
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renderBody = false;
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}
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/// Forwards the sprite to the next [_SignPostSpriteState].
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///
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/// If the current state is the last one it goes back to the initial state.
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void progress() => firstChild<_FlutterSignPostSpriteComponent>()!.progress();
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@override
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Body createBody() {
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final shape = CircleShape()..radius = 0.25;
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@ -27,17 +59,29 @@ class FlutterSignPost extends BodyComponent with InitialPosition {
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}
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}
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class _FlutterSignPostSpriteComponent extends SpriteComponent with HasGameRef {
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class _FlutterSignPostSpriteComponent
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extends SpriteGroupComponent<_SignPostSpriteState> with HasGameRef {
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_FlutterSignPostSpriteComponent()
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: super(
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anchor: Anchor.bottomCenter,
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position: Vector2(0.65, 0.45),
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);
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void progress() => current = current?.next;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = await gameRef.loadSprite(
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Assets.images.signPost.inactive.keyName,
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final sprites = <_SignPostSpriteState, Sprite>{};
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this.sprites = sprites;
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for (final spriteState in _SignPostSpriteState.values) {
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sprites[spriteState] = Sprite(
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gameRef.images.fromCache(spriteState.path),
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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anchor = Anchor.bottomCenter;
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position = Vector2(0.65, 0.45);
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}
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current = _SignPostSpriteState.inactive;
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size = sprites[current]!.originalSize / 10;
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}
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}
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