refactor: moved sparky bumpers logic to SparkyBumperController

pull/154/head
RuiAlonso 4 years ago
parent ecae568d97
commit 29d3243120

@ -5,4 +5,5 @@ export 'controlled_flipper.dart';
export 'flutter_forest.dart';
export 'plunger.dart';
export 'score_points.dart';
export 'sparky_fire_zone.dart';
export 'wall.dart';

@ -0,0 +1,35 @@
// ignore_for_file: avoid_renaming_method_parameters
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball/flame/flame.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
// TODO(ruimiguel): create and add SparkyFireZone component here in other PR.
/// {@template sparky_bumper_controller}
/// Controls a [SparkyBumper].
/// {@endtemplate}
@visibleForTesting
class SparkyBumperController extends ComponentController<SparkyBumper>
with HasGameRef<PinballGame> {
/// {@macro sparky_bumper_controller}
SparkyBumperController(SparkyBumper sparkyBumper) : super(sparkyBumper);
/// Flag for activated state of the [SparkyBumper].
///
/// Used to toggle [SparkyBumper]s' state between activated and deactivated.
bool _isActivated = false;
/// Registers when a [SparkyBumper] is hit by a [Ball].
void hit() {
if (_isActivated) {
component.deactivate();
} else {
component.activate();
}
_isActivated = !_isActivated;
}
}
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