After Width: | Height: | Size: 63 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 8.6 KiB |
After Width: | Height: | Size: 8.4 KiB |
After Width: | Height: | Size: 11 KiB |
After Width: | Height: | Size: 16 KiB |
@ -0,0 +1,142 @@
|
|||||||
|
import 'dart:math' as math;
|
||||||
|
|
||||||
|
import 'package:flame/components.dart';
|
||||||
|
import 'package:flame_forge2d/flame_forge2d.dart';
|
||||||
|
import 'package:pinball_components/pinball_components.dart';
|
||||||
|
|
||||||
|
/// {@template dash_nest_bumper}
|
||||||
|
/// Bumper with a nest appearance.
|
||||||
|
/// {@endtemplate}
|
||||||
|
abstract class DashNestBumper extends BodyComponent with InitialPosition {
|
||||||
|
/// {@macro dash_nest_bumper}
|
||||||
|
DashNestBumper._({
|
||||||
|
required String activeAssetPath,
|
||||||
|
required String inactiveAssetPath,
|
||||||
|
required SpriteComponent spriteComponent,
|
||||||
|
}) : _activeAssetPath = activeAssetPath,
|
||||||
|
_inactiveAssetPath = inactiveAssetPath,
|
||||||
|
_spriteComponent = spriteComponent;
|
||||||
|
|
||||||
|
final String _activeAssetPath;
|
||||||
|
late final Sprite _activeSprite;
|
||||||
|
final String _inactiveAssetPath;
|
||||||
|
late final Sprite _inactiveSprite;
|
||||||
|
final SpriteComponent _spriteComponent;
|
||||||
|
|
||||||
|
Future<void> _loadSprites() async {
|
||||||
|
// TODO(alestiago): I think ideally we would like to do:
|
||||||
|
// Sprite(path).load so we don't require to store the activeAssetPath and
|
||||||
|
// the inactive assetPath.
|
||||||
|
_inactiveSprite = await gameRef.loadSprite(_inactiveAssetPath);
|
||||||
|
_activeSprite = await gameRef.loadSprite(_activeAssetPath);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Activates the [DashNestBumper].
|
||||||
|
void activate() {
|
||||||
|
_spriteComponent
|
||||||
|
..sprite = _activeSprite
|
||||||
|
..size = _activeSprite.originalSize / 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Deactivates the [DashNestBumper].
|
||||||
|
void deactivate() {
|
||||||
|
_spriteComponent
|
||||||
|
..sprite = _inactiveSprite
|
||||||
|
..size = _inactiveSprite.originalSize / 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
@override
|
||||||
|
Future<void> onLoad() async {
|
||||||
|
await super.onLoad();
|
||||||
|
await _loadSprites();
|
||||||
|
|
||||||
|
// TODO(erickzanardo): Look into using onNewState instead.
|
||||||
|
// Currently doing: onNewState(gameRef.read<GameState>()) will throw an
|
||||||
|
// `Exception: build context is not available yet`
|
||||||
|
deactivate();
|
||||||
|
await add(_spriteComponent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// {@macro dash_nest_bumper}
|
||||||
|
class BigDashNestBumper extends DashNestBumper {
|
||||||
|
/// {@macro dash_nest_bumper}
|
||||||
|
BigDashNestBumper()
|
||||||
|
: super._(
|
||||||
|
activeAssetPath: Assets.images.dashBumper.main.active.keyName,
|
||||||
|
inactiveAssetPath: Assets.images.dashBumper.main.inactive.keyName,
|
||||||
|
spriteComponent: SpriteComponent(
|
||||||
|
anchor: Anchor.center,
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
|
@override
|
||||||
|
Body createBody() {
|
||||||
|
final shape = EllipseShape(
|
||||||
|
center: Vector2.zero(),
|
||||||
|
majorRadius: 4.85,
|
||||||
|
minorRadius: 3.95,
|
||||||
|
)..rotate(math.pi / 2);
|
||||||
|
final fixtureDef = FixtureDef(shape);
|
||||||
|
|
||||||
|
final bodyDef = BodyDef()
|
||||||
|
..position = initialPosition
|
||||||
|
..userData = this;
|
||||||
|
|
||||||
|
return world.createBody(bodyDef)..createFixture(fixtureDef);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// {@macro dash_nest_bumper}
|
||||||
|
class SmallDashNestBumper extends DashNestBumper {
|
||||||
|
/// {@macro dash_nest_bumper}
|
||||||
|
SmallDashNestBumper._({
|
||||||
|
required String activeAssetPath,
|
||||||
|
required String inactiveAssetPath,
|
||||||
|
required SpriteComponent spriteComponent,
|
||||||
|
}) : super._(
|
||||||
|
activeAssetPath: activeAssetPath,
|
||||||
|
inactiveAssetPath: inactiveAssetPath,
|
||||||
|
spriteComponent: spriteComponent,
|
||||||
|
);
|
||||||
|
|
||||||
|
/// {@macro dash_nest_bumper}
|
||||||
|
SmallDashNestBumper.a()
|
||||||
|
: this._(
|
||||||
|
activeAssetPath: Assets.images.dashBumper.a.active.keyName,
|
||||||
|
inactiveAssetPath: Assets.images.dashBumper.a.inactive.keyName,
|
||||||
|
spriteComponent: SpriteComponent(
|
||||||
|
anchor: Anchor.center,
|
||||||
|
position: Vector2(0.35, -1.2),
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
|
/// {@macro dash_nest_bumper}
|
||||||
|
SmallDashNestBumper.b()
|
||||||
|
: this._(
|
||||||
|
activeAssetPath: Assets.images.dashBumper.b.active.keyName,
|
||||||
|
inactiveAssetPath: Assets.images.dashBumper.b.inactive.keyName,
|
||||||
|
spriteComponent: SpriteComponent(
|
||||||
|
anchor: Anchor.center,
|
||||||
|
position: Vector2(0.35, -1.2),
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
|
@override
|
||||||
|
Body createBody() {
|
||||||
|
final shape = EllipseShape(
|
||||||
|
center: Vector2.zero(),
|
||||||
|
majorRadius: 3,
|
||||||
|
minorRadius: 2.25,
|
||||||
|
)..rotate(math.pi / 2);
|
||||||
|
final fixtureDef = FixtureDef(shape)
|
||||||
|
..friction = 0
|
||||||
|
..restitution = 4;
|
||||||
|
|
||||||
|
final bodyDef = BodyDef()
|
||||||
|
..position = initialPosition
|
||||||
|
..userData = this;
|
||||||
|
|
||||||
|
return world.createBody(bodyDef)..createFixture(fixtureDef);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,225 @@
|
|||||||
|
// ignore_for_file: comment_references, avoid_renaming_method_parameters
|
||||||
|
|
||||||
|
import 'dart:async';
|
||||||
|
|
||||||
|
import 'package:flame/components.dart';
|
||||||
|
import 'package:flame_forge2d/flame_forge2d.dart';
|
||||||
|
import 'package:pinball_components/gen/assets.gen.dart';
|
||||||
|
import 'package:pinball_components/pinball_components.dart' hide Assets;
|
||||||
|
|
||||||
|
/// {@template dinowalls}
|
||||||
|
/// A [Blueprint] which creates walls for the [ChromeDino].
|
||||||
|
/// {@endtemplate}
|
||||||
|
class DinoWalls extends Forge2DBlueprint {
|
||||||
|
/// {@macro dinowalls}
|
||||||
|
DinoWalls({required this.position});
|
||||||
|
|
||||||
|
/// The [position] where the elements will be created
|
||||||
|
final Vector2 position;
|
||||||
|
|
||||||
|
@override
|
||||||
|
void build(_) {
|
||||||
|
addAll([
|
||||||
|
_DinoTopWall()..initialPosition = position,
|
||||||
|
_DinoBottomWall()..initialPosition = position,
|
||||||
|
]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// {@template dino_top_wall}
|
||||||
|
/// Wall segment located above [ChromeDino].
|
||||||
|
/// {@endtemplate}
|
||||||
|
class _DinoTopWall extends BodyComponent with InitialPosition {
|
||||||
|
///{@macro dino_top_wall}
|
||||||
|
_DinoTopWall() : super(priority: 2);
|
||||||
|
|
||||||
|
List<FixtureDef> _createFixtureDefs() {
|
||||||
|
final fixturesDef = <FixtureDef>[];
|
||||||
|
|
||||||
|
final topStraightShape = EdgeShape()
|
||||||
|
..set(
|
||||||
|
Vector2(29.5, 35.1),
|
||||||
|
Vector2(28.4, 35.1),
|
||||||
|
);
|
||||||
|
final topStraightFixtureDef = FixtureDef(topStraightShape);
|
||||||
|
fixturesDef.add(topStraightFixtureDef);
|
||||||
|
|
||||||
|
final topCurveShape = BezierCurveShape(
|
||||||
|
controlPoints: [
|
||||||
|
topStraightShape.vertex1,
|
||||||
|
Vector2(17.4, 26.38),
|
||||||
|
Vector2(25.5, 20.7),
|
||||||
|
],
|
||||||
|
);
|
||||||
|
fixturesDef.add(FixtureDef(topCurveShape));
|
||||||
|
|
||||||
|
final middleCurveShape = BezierCurveShape(
|
||||||
|
controlPoints: [
|
||||||
|
topCurveShape.vertices.last,
|
||||||
|
Vector2(27.8, 20.1),
|
||||||
|
Vector2(26.8, 19.5),
|
||||||
|
],
|
||||||
|
);
|
||||||
|
fixturesDef.add(FixtureDef(middleCurveShape));
|
||||||
|
|
||||||
|
final bottomCurveShape = BezierCurveShape(
|
||||||
|
controlPoints: [
|
||||||
|
middleCurveShape.vertices.last,
|
||||||
|
Vector2(21.15, 16),
|
||||||
|
Vector2(25.6, 15.2),
|
||||||
|
],
|
||||||
|
);
|
||||||
|
fixturesDef.add(FixtureDef(bottomCurveShape));
|
||||||
|
|
||||||
|
final bottomStraightShape = EdgeShape()
|
||||||
|
..set(
|
||||||
|
bottomCurveShape.vertices.last,
|
||||||
|
Vector2(31, 14.5),
|
||||||
|
);
|
||||||
|
final bottomStraightFixtureDef = FixtureDef(bottomStraightShape);
|
||||||
|
fixturesDef.add(bottomStraightFixtureDef);
|
||||||
|
|
||||||
|
return fixturesDef;
|
||||||
|
}
|
||||||
|
|
||||||
|
@override
|
||||||
|
Body createBody() {
|
||||||
|
renderBody = false;
|
||||||
|
|
||||||
|
final bodyDef = BodyDef()
|
||||||
|
..userData = this
|
||||||
|
..position = initialPosition
|
||||||
|
..type = BodyType.static;
|
||||||
|
|
||||||
|
final body = world.createBody(bodyDef);
|
||||||
|
_createFixtureDefs().forEach(
|
||||||
|
(fixture) => body.createFixture(
|
||||||
|
fixture
|
||||||
|
..restitution = 0.1
|
||||||
|
..friction = 0,
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
|
||||||
|
@override
|
||||||
|
Future<void> onLoad() async {
|
||||||
|
await super.onLoad();
|
||||||
|
await _loadSprite();
|
||||||
|
}
|
||||||
|
|
||||||
|
Future<void> _loadSprite() async {
|
||||||
|
final sprite = await gameRef.loadSprite(
|
||||||
|
Assets.images.dino.dinoLandTop.keyName,
|
||||||
|
);
|
||||||
|
final spriteComponent = SpriteComponent(
|
||||||
|
sprite: sprite,
|
||||||
|
size: Vector2(10.6, 27.7),
|
||||||
|
anchor: Anchor.center,
|
||||||
|
position: Vector2(27, -28.2),
|
||||||
|
);
|
||||||
|
|
||||||
|
await add(spriteComponent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// {@template dino_bottom_wall}
|
||||||
|
/// Wall segment located below [ChromeDino].
|
||||||
|
/// {@endtemplate}
|
||||||
|
class _DinoBottomWall extends BodyComponent with InitialPosition {
|
||||||
|
///{@macro dino_top_wall}
|
||||||
|
_DinoBottomWall() : super(priority: 2);
|
||||||
|
|
||||||
|
List<FixtureDef> _createFixtureDefs() {
|
||||||
|
final fixturesDef = <FixtureDef>[];
|
||||||
|
|
||||||
|
final topStraightControlPoints = [
|
||||||
|
Vector2(32.4, 8.3),
|
||||||
|
Vector2(25, 7.7),
|
||||||
|
];
|
||||||
|
final topStraightShape = EdgeShape()
|
||||||
|
..set(
|
||||||
|
topStraightControlPoints.first,
|
||||||
|
topStraightControlPoints.last,
|
||||||
|
);
|
||||||
|
final topStraightFixtureDef = FixtureDef(topStraightShape);
|
||||||
|
fixturesDef.add(topStraightFixtureDef);
|
||||||
|
|
||||||
|
final topLeftCurveControlPoints = [
|
||||||
|
topStraightControlPoints.last,
|
||||||
|
Vector2(21.8, 7),
|
||||||
|
Vector2(29.5, -13.8),
|
||||||
|
];
|
||||||
|
final topLeftCurveShape = BezierCurveShape(
|
||||||
|
controlPoints: topLeftCurveControlPoints,
|
||||||
|
);
|
||||||
|
fixturesDef.add(FixtureDef(topLeftCurveShape));
|
||||||
|
|
||||||
|
final bottomLeftStraightControlPoints = [
|
||||||
|
topLeftCurveControlPoints.last,
|
||||||
|
Vector2(31.8, -44.1),
|
||||||
|
];
|
||||||
|
final bottomLeftStraightShape = EdgeShape()
|
||||||
|
..set(
|
||||||
|
bottomLeftStraightControlPoints.first,
|
||||||
|
bottomLeftStraightControlPoints.last,
|
||||||
|
);
|
||||||
|
final bottomLeftStraightFixtureDef = FixtureDef(bottomLeftStraightShape);
|
||||||
|
fixturesDef.add(bottomLeftStraightFixtureDef);
|
||||||
|
|
||||||
|
final bottomStraightControlPoints = [
|
||||||
|
bottomLeftStraightControlPoints.last,
|
||||||
|
Vector2(37.8, -44.1),
|
||||||
|
];
|
||||||
|
final bottomStraightShape = EdgeShape()
|
||||||
|
..set(
|
||||||
|
bottomStraightControlPoints.first,
|
||||||
|
bottomStraightControlPoints.last,
|
||||||
|
);
|
||||||
|
final bottomStraightFixtureDef = FixtureDef(bottomStraightShape);
|
||||||
|
fixturesDef.add(bottomStraightFixtureDef);
|
||||||
|
|
||||||
|
return fixturesDef;
|
||||||
|
}
|
||||||
|
|
||||||
|
@override
|
||||||
|
Body createBody() {
|
||||||
|
renderBody = false;
|
||||||
|
|
||||||
|
final bodyDef = BodyDef()
|
||||||
|
..userData = this
|
||||||
|
..position = initialPosition
|
||||||
|
..type = BodyType.static;
|
||||||
|
|
||||||
|
final body = world.createBody(bodyDef);
|
||||||
|
_createFixtureDefs().forEach(
|
||||||
|
(fixture) => body.createFixture(
|
||||||
|
fixture
|
||||||
|
..restitution = 0.1
|
||||||
|
..friction = 0,
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
|
||||||
|
@override
|
||||||
|
Future<void> onLoad() async {
|
||||||
|
await super.onLoad();
|
||||||
|
await _loadSprite();
|
||||||
|
}
|
||||||
|
|
||||||
|
Future<void> _loadSprite() async {
|
||||||
|
final sprite = await gameRef.loadSprite(
|
||||||
|
Assets.images.dino.dinoLandBottom.keyName,
|
||||||
|
);
|
||||||
|
final spriteComponent = SpriteComponent(
|
||||||
|
sprite: sprite,
|
||||||
|
size: Vector2(15.6, 54.8),
|
||||||
|
anchor: Anchor.center,
|
||||||
|
)..position = Vector2(31.7, 18);
|
||||||
|
|
||||||
|
await add(spriteComponent);
|
||||||
|
}
|
||||||
|
}
|
@ -1 +1,2 @@
|
|||||||
export 'blueprint.dart';
|
export 'blueprint.dart';
|
||||||
|
export 'priority.dart';
|
||||||
|
@ -0,0 +1,39 @@
|
|||||||
|
import 'dart:math' as math;
|
||||||
|
import 'package:flame/components.dart';
|
||||||
|
|
||||||
|
/// Helper methods to change the [priority] of a [Component].
|
||||||
|
extension ComponentPriorityX on Component {
|
||||||
|
static const _lowestPriority = 0;
|
||||||
|
|
||||||
|
/// Changes the priority to a specific one.
|
||||||
|
void sendTo(int destinationPriority) {
|
||||||
|
if (priority != destinationPriority) {
|
||||||
|
priority = math.max(destinationPriority, _lowestPriority);
|
||||||
|
reorderChildren();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Changes the priority to the lowest possible.
|
||||||
|
void sendToBack() {
|
||||||
|
if (priority != _lowestPriority) {
|
||||||
|
priority = _lowestPriority;
|
||||||
|
reorderChildren();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Decreases the priority to be lower than another [Component].
|
||||||
|
void showBehindOf(Component other) {
|
||||||
|
if (priority >= other.priority) {
|
||||||
|
priority = math.max(other.priority - 1, _lowestPriority);
|
||||||
|
reorderChildren();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Increases the priority to be higher than another [Component].
|
||||||
|
void showInFrontOf(Component other) {
|
||||||
|
if (priority <= other.priority) {
|
||||||
|
priority = other.priority + 1;
|
||||||
|
reorderChildren();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,116 @@
|
|||||||
|
// ignore_for_file: cascade_invocations
|
||||||
|
|
||||||
|
import 'package:flame/components.dart';
|
||||||
|
import 'package:flame_test/flame_test.dart';
|
||||||
|
import 'package:flutter_test/flutter_test.dart';
|
||||||
|
import 'package:pinball_components/pinball_components.dart';
|
||||||
|
|
||||||
|
import '../../helpers/helpers.dart';
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
TestWidgetsFlutterBinding.ensureInitialized();
|
||||||
|
final flameTester = FlameTester(TestGame.new);
|
||||||
|
|
||||||
|
group('BigDashNestBumper', () {
|
||||||
|
flameTester.test('loads correctly', (game) async {
|
||||||
|
final bumper = BigDashNestBumper();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
expect(game.contains(bumper), isTrue);
|
||||||
|
});
|
||||||
|
|
||||||
|
flameTester.test('activate returns normally', (game) async {
|
||||||
|
final bumper = BigDashNestBumper();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
|
||||||
|
expect(bumper.activate, returnsNormally);
|
||||||
|
});
|
||||||
|
|
||||||
|
flameTester.test('deactivate returns normally', (game) async {
|
||||||
|
final bumper = BigDashNestBumper();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
|
||||||
|
expect(bumper.deactivate, returnsNormally);
|
||||||
|
});
|
||||||
|
|
||||||
|
flameTester.test('changes sprite', (game) async {
|
||||||
|
final bumper = BigDashNestBumper();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
|
||||||
|
final spriteComponent = bumper.firstChild<SpriteComponent>()!;
|
||||||
|
|
||||||
|
final deactivatedSprite = spriteComponent.sprite;
|
||||||
|
bumper.activate();
|
||||||
|
expect(
|
||||||
|
spriteComponent.sprite,
|
||||||
|
isNot(equals(deactivatedSprite)),
|
||||||
|
);
|
||||||
|
|
||||||
|
final activatedSprite = spriteComponent.sprite;
|
||||||
|
bumper.deactivate();
|
||||||
|
expect(
|
||||||
|
spriteComponent.sprite,
|
||||||
|
isNot(equals(activatedSprite)),
|
||||||
|
);
|
||||||
|
|
||||||
|
expect(
|
||||||
|
activatedSprite,
|
||||||
|
isNot(equals(deactivatedSprite)),
|
||||||
|
);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
group('SmallDashNestBumper', () {
|
||||||
|
flameTester.test('"a" loads correctly', (game) async {
|
||||||
|
final bumper = SmallDashNestBumper.a();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
|
||||||
|
expect(game.contains(bumper), isTrue);
|
||||||
|
});
|
||||||
|
|
||||||
|
flameTester.test('"b" loads correctly', (game) async {
|
||||||
|
final bumper = SmallDashNestBumper.b();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
expect(game.contains(bumper), isTrue);
|
||||||
|
});
|
||||||
|
|
||||||
|
flameTester.test('activate returns normally', (game) async {
|
||||||
|
final bumper = SmallDashNestBumper.a();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
|
||||||
|
expect(bumper.activate, returnsNormally);
|
||||||
|
});
|
||||||
|
|
||||||
|
flameTester.test('deactivate returns normally', (game) async {
|
||||||
|
final bumper = SmallDashNestBumper.a();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
|
||||||
|
expect(bumper.deactivate, returnsNormally);
|
||||||
|
});
|
||||||
|
|
||||||
|
flameTester.test('changes sprite', (game) async {
|
||||||
|
final bumper = SmallDashNestBumper.a();
|
||||||
|
await game.ensureAdd(bumper);
|
||||||
|
|
||||||
|
final spriteComponent = bumper.firstChild<SpriteComponent>()!;
|
||||||
|
|
||||||
|
final deactivatedSprite = spriteComponent.sprite;
|
||||||
|
bumper.activate();
|
||||||
|
expect(
|
||||||
|
spriteComponent.sprite,
|
||||||
|
isNot(equals(deactivatedSprite)),
|
||||||
|
);
|
||||||
|
|
||||||
|
final activatedSprite = spriteComponent.sprite;
|
||||||
|
bumper.deactivate();
|
||||||
|
expect(
|
||||||
|
spriteComponent.sprite,
|
||||||
|
isNot(equals(activatedSprite)),
|
||||||
|
);
|
||||||
|
|
||||||
|
expect(
|
||||||
|
activatedSprite,
|
||||||
|
isNot(equals(deactivatedSprite)),
|
||||||
|
);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
@ -0,0 +1,28 @@
|
|||||||
|
// ignore_for_file: cascade_invocations
|
||||||
|
|
||||||
|
import 'package:flame_forge2d/flame_forge2d.dart';
|
||||||
|
import 'package:flame_test/flame_test.dart';
|
||||||
|
import 'package:flutter_test/flutter_test.dart';
|
||||||
|
import 'package:pinball_components/pinball_components.dart';
|
||||||
|
|
||||||
|
import '../../helpers/helpers.dart';
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
group('DinoWalls', () {
|
||||||
|
TestWidgetsFlutterBinding.ensureInitialized();
|
||||||
|
final flameTester = FlameTester(TestGame.new);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
'loads correctly',
|
||||||
|
(game) async {
|
||||||
|
final dinoWalls = DinoWalls(position: Vector2.zero());
|
||||||
|
await game.addFromBlueprint(dinoWalls);
|
||||||
|
await game.ready();
|
||||||
|
|
||||||
|
for (final wall in dinoWalls.components) {
|
||||||
|
expect(game.contains(wall), isTrue);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
);
|
||||||
|
});
|
||||||
|
}
|
After Width: | Height: | Size: 38 KiB |
After Width: | Height: | Size: 44 KiB |
@ -0,0 +1,221 @@
|
|||||||
|
// ignore_for_file: cascade_invocations
|
||||||
|
import 'package:flame_forge2d/flame_forge2d.dart';
|
||||||
|
import 'package:flame_test/flame_test.dart';
|
||||||
|
import 'package:flutter_test/flutter_test.dart';
|
||||||
|
import 'package:mocktail/mocktail.dart';
|
||||||
|
import 'package:pinball_components/src/flame/priority.dart';
|
||||||
|
|
||||||
|
import '../../helpers/helpers.dart';
|
||||||
|
|
||||||
|
class TestBodyComponent extends BodyComponent {
|
||||||
|
@override
|
||||||
|
Body createBody() {
|
||||||
|
final fixtureDef = FixtureDef(CircleShape());
|
||||||
|
return world.createBody(BodyDef())..createFixture(fixtureDef);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
final flameTester = FlameTester(Forge2DGame.new);
|
||||||
|
|
||||||
|
group('ComponentPriorityX', () {
|
||||||
|
group('sendTo', () {
|
||||||
|
flameTester.test(
|
||||||
|
'changes the priority correctly to other level',
|
||||||
|
(game) async {
|
||||||
|
const newPriority = 5;
|
||||||
|
final component = TestBodyComponent()..priority = 4;
|
||||||
|
|
||||||
|
component.sendTo(newPriority);
|
||||||
|
|
||||||
|
expect(component.priority, equals(newPriority));
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
'calls reorderChildren if the new priority is different',
|
||||||
|
(game) async {
|
||||||
|
const newPriority = 5;
|
||||||
|
final component = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(4);
|
||||||
|
|
||||||
|
component.sendTo(newPriority);
|
||||||
|
|
||||||
|
verify(component.reorderChildren).called(1);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
"doesn't call reorderChildren if the priority is the same",
|
||||||
|
(game) async {
|
||||||
|
const newPriority = 5;
|
||||||
|
final component = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(newPriority);
|
||||||
|
|
||||||
|
component.sendTo(newPriority);
|
||||||
|
|
||||||
|
verifyNever(component.reorderChildren);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
group('sendToBack', () {
|
||||||
|
flameTester.test(
|
||||||
|
'changes the priority correctly to board level',
|
||||||
|
(game) async {
|
||||||
|
final component = TestBodyComponent()..priority = 4;
|
||||||
|
|
||||||
|
component.sendToBack();
|
||||||
|
|
||||||
|
expect(component.priority, equals(0));
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
'calls reorderChildren if the priority is greater than lowest level',
|
||||||
|
(game) async {
|
||||||
|
final component = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(4);
|
||||||
|
|
||||||
|
component.sendToBack();
|
||||||
|
|
||||||
|
verify(component.reorderChildren).called(1);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
"doesn't call reorderChildren if the priority is the lowest level",
|
||||||
|
(game) async {
|
||||||
|
final component = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(0);
|
||||||
|
|
||||||
|
component.sendToBack();
|
||||||
|
|
||||||
|
verifyNever(component.reorderChildren);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
group('showBehindOf', () {
|
||||||
|
flameTester.test(
|
||||||
|
'changes the priority if it is greater than other component',
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = TestBodyComponent()..priority = startPriority;
|
||||||
|
final otherComponent = TestBodyComponent()
|
||||||
|
..priority = startPriority - 1;
|
||||||
|
|
||||||
|
component.showBehindOf(otherComponent);
|
||||||
|
|
||||||
|
expect(component.priority, equals(otherComponent.priority - 1));
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
"doesn't change the priority if it is lower than other component",
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = TestBodyComponent()..priority = startPriority;
|
||||||
|
final otherComponent = TestBodyComponent()
|
||||||
|
..priority = startPriority + 1;
|
||||||
|
|
||||||
|
component.showBehindOf(otherComponent);
|
||||||
|
|
||||||
|
expect(component.priority, equals(startPriority));
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
'calls reorderChildren if the priority is greater than other component',
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = MockComponent();
|
||||||
|
final otherComponent = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(startPriority);
|
||||||
|
when(() => otherComponent.priority).thenReturn(startPriority - 1);
|
||||||
|
|
||||||
|
component.showBehindOf(otherComponent);
|
||||||
|
|
||||||
|
verify(component.reorderChildren).called(1);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
"doesn't call reorderChildren if the priority is lower than other "
|
||||||
|
'component',
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = MockComponent();
|
||||||
|
final otherComponent = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(startPriority);
|
||||||
|
when(() => otherComponent.priority).thenReturn(startPriority + 1);
|
||||||
|
|
||||||
|
component.showBehindOf(otherComponent);
|
||||||
|
|
||||||
|
verifyNever(component.reorderChildren);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
group('showInFrontOf', () {
|
||||||
|
flameTester.test(
|
||||||
|
'changes the priority if it is lower than other component',
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = TestBodyComponent()..priority = startPriority;
|
||||||
|
final otherComponent = TestBodyComponent()
|
||||||
|
..priority = startPriority + 1;
|
||||||
|
|
||||||
|
component.showInFrontOf(otherComponent);
|
||||||
|
|
||||||
|
expect(component.priority, equals(otherComponent.priority + 1));
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
"doesn't change the priority if it is greater than other component",
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = TestBodyComponent()..priority = startPriority;
|
||||||
|
final otherComponent = TestBodyComponent()
|
||||||
|
..priority = startPriority - 1;
|
||||||
|
|
||||||
|
component.showInFrontOf(otherComponent);
|
||||||
|
|
||||||
|
expect(component.priority, equals(startPriority));
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
'calls reorderChildren if the priority is lower than other component',
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = MockComponent();
|
||||||
|
final otherComponent = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(startPriority);
|
||||||
|
when(() => otherComponent.priority).thenReturn(startPriority + 1);
|
||||||
|
|
||||||
|
component.showInFrontOf(otherComponent);
|
||||||
|
|
||||||
|
verify(component.reorderChildren).called(1);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
flameTester.test(
|
||||||
|
"doesn't call reorderChildren if the priority is greater than other "
|
||||||
|
'component',
|
||||||
|
(game) async {
|
||||||
|
const startPriority = 2;
|
||||||
|
final component = MockComponent();
|
||||||
|
final otherComponent = MockComponent();
|
||||||
|
when(() => component.priority).thenReturn(startPriority);
|
||||||
|
when(() => otherComponent.priority).thenReturn(startPriority - 1);
|
||||||
|
|
||||||
|
component.showInFrontOf(otherComponent);
|
||||||
|
|
||||||
|
verifyNever(component.reorderChildren);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
@ -1,21 +1,21 @@
|
|||||||
import 'package:flame_forge2d/flame_forge2d.dart';
|
import 'package:flame/src/game/flame_game.dart';
|
||||||
import 'package:flame_test/flame_test.dart';
|
import 'package:flame_test/flame_test.dart';
|
||||||
import 'package:flutter_bloc/flutter_bloc.dart';
|
import 'package:flutter_bloc/flutter_bloc.dart';
|
||||||
import 'package:pinball/game/game.dart';
|
|
||||||
|
|
||||||
FlameTester<T> flameBlocTester<T extends Forge2DGame>({
|
class FlameBlocTester<T extends FlameGame, B extends Bloc<dynamic, dynamic>>
|
||||||
required T Function() game,
|
extends FlameTester<T> {
|
||||||
required GameBloc Function() gameBloc,
|
FlameBlocTester({
|
||||||
}) {
|
required GameCreateFunction<T> gameBuilder,
|
||||||
return FlameTester<T>(
|
required B Function() blocBuilder,
|
||||||
game,
|
}) : super(
|
||||||
pumpWidget: (gameWidget, tester) async {
|
gameBuilder,
|
||||||
await tester.pumpWidget(
|
pumpWidget: (gameWidget, tester) async {
|
||||||
BlocProvider.value(
|
await tester.pumpWidget(
|
||||||
value: gameBloc(),
|
BlocProvider.value(
|
||||||
child: gameWidget,
|
value: blocBuilder(),
|
||||||
),
|
child: gameWidget,
|
||||||
);
|
),
|
||||||
},
|
);
|
||||||
);
|
},
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|