mirror of https://github.com/flutter/pinball.git
feat: add sparky bumpers (#150)
* feat: added sparky bumpers * test: tests for sparky bumpers * feat: sandbox for sparky bumpers * chore: unused imports * refactor: removed Bumper and added TODO for future refactor * fix: fixed size and tracing * fix: fix tracing * fix: final ellipse sizes * refactor: different sized bumpers * Update packages/pinball_components/lib/src/components/sparky_bumper.dart Co-authored-by: Allison Ryan <allisonryan0002@gmail.com> Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com>pull/162/head
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import 'dart:math' as math;
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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_bumper}
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/// Bumper for Sparky area.
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/// {@endtemplate}
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// TODO(ruimiguel): refactor later to unify with DashBumpers.
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class SparkyBumper extends BodyComponent with InitialPosition {
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/// {@macro sparky_bumper}
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SparkyBumper._({
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required double majorRadius,
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required double minorRadius,
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required String activeAssetPath,
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required String inactiveAssetPath,
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required SpriteComponent spriteComponent,
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}) : _majorRadius = majorRadius,
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_minorRadius = minorRadius,
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_activeAssetPath = activeAssetPath,
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_inactiveAssetPath = inactiveAssetPath,
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_spriteComponent = spriteComponent;
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/// {@macro sparky_bumper}
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SparkyBumper.a()
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: this._(
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majorRadius: 2.9,
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minorRadius: 2.1,
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activeAssetPath: Assets.images.sparkyBumper.a.active.keyName,
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inactiveAssetPath: Assets.images.sparkyBumper.a.inactive.keyName,
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spriteComponent: SpriteComponent(
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anchor: Anchor.center,
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position: Vector2(0, -0.25),
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),
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);
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/// {@macro sparky_bumper}
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SparkyBumper.b()
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: this._(
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majorRadius: 2.85,
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minorRadius: 2,
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activeAssetPath: Assets.images.sparkyBumper.b.active.keyName,
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inactiveAssetPath: Assets.images.sparkyBumper.b.inactive.keyName,
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spriteComponent: SpriteComponent(
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anchor: Anchor.center,
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position: Vector2(0, -0.35),
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),
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);
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/// {@macro sparky_bumper}
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SparkyBumper.c()
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: this._(
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majorRadius: 3,
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minorRadius: 2.2,
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activeAssetPath: Assets.images.sparkyBumper.c.active.keyName,
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inactiveAssetPath: Assets.images.sparkyBumper.c.inactive.keyName,
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spriteComponent: SpriteComponent(
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anchor: Anchor.center,
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position: Vector2(0, -0.4),
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),
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);
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final double _majorRadius;
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final double _minorRadius;
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final String _activeAssetPath;
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late final Sprite _activeSprite;
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final String _inactiveAssetPath;
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late final Sprite _inactiveSprite;
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final SpriteComponent _spriteComponent;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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await _loadSprites();
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// TODO(erickzanardo): Look into using onNewState instead.
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// Currently doing: onNewState(gameRef.read<GameState>()) will throw an
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// `Exception: build context is not available yet`
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deactivate();
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await add(_spriteComponent);
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}
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@override
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Body createBody() {
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renderBody = false;
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final shape = EllipseShape(
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center: Vector2.zero(),
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majorRadius: _majorRadius,
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minorRadius: _minorRadius,
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)..rotate(math.pi / 1.9);
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final fixtureDef = FixtureDef(shape)
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..friction = 0
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..restitution = 4;
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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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Future<void> _loadSprites() async {
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// TODO(alestiago): I think ideally we would like to do:
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// Sprite(path).load so we don't require to store the activeAssetPath and
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// the inactive assetPath.
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_inactiveSprite = await gameRef.loadSprite(_inactiveAssetPath);
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_activeSprite = await gameRef.loadSprite(_activeAssetPath);
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}
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/// Activates the [DashNestBumper].
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void activate() {
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_spriteComponent
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..sprite = _activeSprite
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..size = _activeSprite.originalSize / 10;
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}
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/// Deactivates the [DashNestBumper].
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void deactivate() {
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_spriteComponent
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..sprite = _inactiveSprite
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..size = _inactiveSprite.originalSize / 10;
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}
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}
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@ -0,0 +1,47 @@
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import 'dart:async';
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import 'package:flame/extensions.dart';
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import 'package:pinball_components/pinball_components.dart';
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import 'package:sandbox/common/common.dart';
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import 'package:sandbox/stories/ball/basic_ball_game.dart';
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class SparkyBumperGame extends BasicBallGame {
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SparkyBumperGame({
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required this.trace,
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}) : super(color: const Color(0xFF0000FF));
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static const info = '''
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Shows how a SparkyBumper is rendered.
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Activate the "trace" parameter to overlay the body.
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''';
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final bool trace;
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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 center = screenToWorld(camera.viewport.canvasSize! / 2);
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final sparkyBumperA = SparkyBumper.a()
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..initialPosition = Vector2(center.x - 20, center.y - 20)
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..priority = 1;
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final sparkyBumperB = SparkyBumper.b()
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..initialPosition = Vector2(center.x - 10, center.y + 10)
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..priority = 1;
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final sparkyBumperC = SparkyBumper.c()
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..initialPosition = Vector2(center.x + 20, center.y)
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..priority = 1;
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await addAll([
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sparkyBumperA,
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sparkyBumperB,
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sparkyBumperC,
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]);
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if (trace) {
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sparkyBumperA.trace();
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sparkyBumperB.trace();
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sparkyBumperC.trace();
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}
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}
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}
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@ -0,0 +1,17 @@
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import 'package:dashbook/dashbook.dart';
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import 'package:flame/game.dart';
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import 'package:sandbox/common/common.dart';
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import 'package:sandbox/stories/sparky_bumper/sparky_bumper_game.dart';
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void addSparkyBumperStories(Dashbook dashbook) {
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dashbook.storiesOf('Sparky Bumpers').add(
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'Basic',
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(context) => GameWidget(
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game: SparkyBumperGame(
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trace: context.boolProperty('Trace', true),
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),
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),
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codeLink: buildSourceLink('sparky_bumper/basic.dart'),
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info: SparkyBumperGame.info,
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);
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}
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@ -0,0 +1,74 @@
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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_test/flame_test.dart';
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import 'package:flutter_test/flutter_test.dart';
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import 'package:pinball_components/pinball_components.dart';
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import '../../helpers/helpers.dart';
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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('SparkyBumper', () {
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flameTester.test('"a" loads correctly', (game) async {
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final bumper = SparkyBumper.a();
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await game.ensureAdd(bumper);
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expect(game.contains(bumper), isTrue);
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});
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flameTester.test('"b" loads correctly', (game) async {
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final bumper = SparkyBumper.b();
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await game.ensureAdd(bumper);
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expect(game.contains(bumper), isTrue);
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});
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flameTester.test('"c" loads correctly', (game) async {
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final bumper = SparkyBumper.c();
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await game.ensureAdd(bumper);
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expect(game.contains(bumper), isTrue);
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});
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flameTester.test('activate returns normally', (game) async {
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final bumper = SparkyBumper.a();
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await game.ensureAdd(bumper);
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expect(bumper.activate, returnsNormally);
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});
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flameTester.test('deactivate returns normally', (game) async {
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final bumper = SparkyBumper.a();
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await game.ensureAdd(bumper);
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expect(bumper.deactivate, returnsNormally);
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});
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flameTester.test('changes sprite', (game) async {
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final bumper = SparkyBumper.a();
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await game.ensureAdd(bumper);
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final spriteComponent = bumper.firstChild<SpriteComponent>()!;
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final deactivatedSprite = spriteComponent.sprite;
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bumper.activate();
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expect(
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spriteComponent.sprite,
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isNot(equals(deactivatedSprite)),
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);
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final activatedSprite = spriteComponent.sprite;
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bumper.deactivate();
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expect(
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spriteComponent.sprite,
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isNot(equals(activatedSprite)),
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);
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expect(
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activatedSprite,
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isNot(equals(deactivatedSprite)),
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);
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});
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});
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}
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