Merge branch 'main' into feat/animate-dino-mouth

pull/229/head
Allison Ryan 3 years ago
commit 2d028820fa

3
.gitignore vendored

@ -131,6 +131,3 @@ app.*.map.json
test/.test_runner.dart test/.test_runner.dart
web/__/firebase/init.js web/__/firebase/init.js
# Application exceptions
!/packages/pinball_components/assets/images/flutter_sign_post.png

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@ -11,8 +11,9 @@ import 'package:flutter/material.dart';
import 'package:flutter_bloc/flutter_bloc.dart'; import 'package:flutter_bloc/flutter_bloc.dart';
import 'package:flutter_localizations/flutter_localizations.dart'; import 'package:flutter_localizations/flutter_localizations.dart';
import 'package:leaderboard_repository/leaderboard_repository.dart'; import 'package:leaderboard_repository/leaderboard_repository.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball/l10n/l10n.dart'; import 'package:pinball/l10n/l10n.dart';
import 'package:pinball/landing/landing.dart'; import 'package:pinball/theme/theme.dart';
import 'package:pinball_audio/pinball_audio.dart'; import 'package:pinball_audio/pinball_audio.dart';
class App extends StatelessWidget { class App extends StatelessWidget {
@ -34,20 +35,17 @@ class App extends StatelessWidget {
RepositoryProvider.value(value: _leaderboardRepository), RepositoryProvider.value(value: _leaderboardRepository),
RepositoryProvider.value(value: _pinballAudio), RepositoryProvider.value(value: _pinballAudio),
], ],
child: MaterialApp( child: BlocProvider(
create: (context) => ThemeCubit(),
child: const MaterialApp(
title: 'I/O Pinball', title: 'I/O Pinball',
theme: ThemeData( localizationsDelegates: [
appBarTheme: const AppBarTheme(color: Color(0xFF13B9FF)),
colorScheme: ColorScheme.fromSwatch(
accentColor: const Color(0xFF13B9FF),
),
),
localizationsDelegates: const [
AppLocalizations.delegate, AppLocalizations.delegate,
GlobalMaterialLocalizations.delegate, GlobalMaterialLocalizations.delegate,
], ],
supportedLocales: AppLocalizations.supportedLocales, supportedLocales: AppLocalizations.supportedLocales,
home: const LandingPage(), home: PinballGamePage(),
),
), ),
); );
} }

@ -5,14 +5,12 @@ import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:pinball/game/game.dart'; import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart'; import 'package:pinball_components/pinball_components.dart';
import 'package:pinball_flame/pinball_flame.dart';
/// {@template alien_zone} /// {@template alien_zone}
/// Area positioned below [Spaceship] where the [Ball] /// Area positioned below [Spaceship] where the [Ball]
/// can bounce off [AlienBumper]s. /// can bounce off [AlienBumper]s.
/// ///
/// When a [Ball] hits [AlienBumper]s, they toggle between activated and /// When a [Ball] hits an [AlienBumper], the bumper animates.
/// deactivated states.
/// {@endtemplate} /// {@endtemplate}
class AlienZone extends Component with HasGameRef<PinballGame> { class AlienZone extends Component with HasGameRef<PinballGame> {
/// {@macro alien_zone} /// {@macro alien_zone}
@ -22,12 +20,12 @@ class AlienZone extends Component with HasGameRef<PinballGame> {
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
gameRef.addContactCallback(_ControlledAlienBumperBallContactCallback()); gameRef.addContactCallback(AlienBumperBallContactCallback());
final lowerBumper = ControlledAlienBumper.a() final lowerBumper = _AlienBumper.a()
..initialPosition = Vector2(-32.52, -9.34); ..initialPosition = Vector2(-32.52, -9.1);
final upperBumper = ControlledAlienBumper.b() final upperBumper = _AlienBumper.b()
..initialPosition = Vector2(-22.89, -17.43); ..initialPosition = Vector2(-22.89, -17.35);
await addAll([ await addAll([
lowerBumper, lowerBumper,
@ -36,60 +34,27 @@ class AlienZone extends Component with HasGameRef<PinballGame> {
} }
} }
/// {@template controlled_alien_bumper} // TODO(alestiago): Revisit ScorePoints logic once the FlameForge2D
/// [AlienBumper] with [_AlienBumperController] attached. // ContactCallback process is enhanced.
/// {@endtemplate} class _AlienBumper extends AlienBumper with ScorePoints {
@visibleForTesting _AlienBumper.a() : super.a();
class ControlledAlienBumper extends AlienBumper
with Controls<_AlienBumperController>, ScorePoints {
/// {@macro controlled_alien_bumper}
ControlledAlienBumper.a() : super.a() {
controller = _AlienBumperController(this);
}
/// {@macro controlled_alien_bumper} _AlienBumper.b() : super.b();
ControlledAlienBumper.b() : super.b() {
controller = _AlienBumperController(this);
}
@override @override
// TODO(ruimiguel): change points when get final points map.
int get points => 20; int get points => 20;
} }
/// {@template alien_bumper_controller} /// Listens when a [Ball] bounces against an [AlienBumper].
/// Controls a [AlienBumper]. @visibleForTesting
/// {@endtemplate} class AlienBumperBallContactCallback
class _AlienBumperController extends ComponentController<AlienBumper> extends ContactCallback<AlienBumper, Ball> {
with HasGameRef<PinballGame> {
/// {@macro alien_bumper_controller}
_AlienBumperController(AlienBumper alienBumper) : super(alienBumper);
/// Flag for activated state of the [AlienBumper].
///
/// Used to toggle [AlienBumper]s' state between activated and deactivated.
bool isActivated = false;
/// Registers when a [AlienBumper] is hit by a [Ball].
void hit() {
if (isActivated) {
component.deactivate();
} else {
component.activate();
}
isActivated = !isActivated;
}
}
/// Listens when a [Ball] bounces bounces against a [AlienBumper].
class _ControlledAlienBumperBallContactCallback
extends ContactCallback<Controls<_AlienBumperController>, Ball> {
@override @override
void begin( void begin(
Controls<_AlienBumperController> controlledAlienBumper, AlienBumper alienBumper,
Ball _, Ball _,
Contact __, Contact __,
) { ) {
controlledAlienBumper.controller.hit(); alienBumper.animate();
} }
} }

@ -42,7 +42,7 @@ class Board extends Component {
// TODO(alestiago): Consider renaming once entire Board is defined. // TODO(alestiago): Consider renaming once entire Board is defined.
class _BottomGroup extends Component { class _BottomGroup extends Component {
/// {@macro bottom_group} /// {@macro bottom_group}
_BottomGroup(); _BottomGroup() : super(priority: RenderPriority.bottomGroup);
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {

@ -9,7 +9,6 @@ export 'flutter_forest.dart';
export 'game_flow_controller.dart'; export 'game_flow_controller.dart';
export 'google_word.dart'; export 'google_word.dart';
export 'launcher.dart'; export 'launcher.dart';
export 'score_effect_controller.dart';
export 'score_points.dart'; export 'score_points.dart';
export 'sparky_fire_zone.dart'; export 'sparky_fire_zone.dart';
export 'wall.dart'; export 'wall.dart';

@ -18,7 +18,7 @@ class ControlledBall extends Ball with Controls<BallController> {
required PinballTheme theme, required PinballTheme theme,
}) : super(baseColor: theme.characterTheme.ballColor) { }) : super(baseColor: theme.characterTheme.ballColor) {
controller = BallController(this); controller = BallController(this);
priority = Ball.launchRampPriority; priority = RenderPriority.ballOnLaunchRamp;
layer = Layer.launcher; layer = Layer.launcher;
} }
@ -31,13 +31,13 @@ class ControlledBall extends Ball with Controls<BallController> {
required PinballTheme theme, required PinballTheme theme,
}) : super(baseColor: theme.characterTheme.ballColor) { }) : super(baseColor: theme.characterTheme.ballColor) {
controller = BallController(this); controller = BallController(this);
priority = Ball.boardPriority; priority = RenderPriority.ballOnBoard;
} }
/// [Ball] used in [DebugPinballGame]. /// [Ball] used in [DebugPinballGame].
ControlledBall.debug() : super(baseColor: const Color(0xFFFF0000)) { ControlledBall.debug() : super(baseColor: const Color(0xFFFF0000)) {
controller = DebugBallController(this); controller = DebugBallController(this);
priority = Ball.boardPriority; priority = RenderPriority.ballOnBoard;
} }
} }

@ -11,7 +11,7 @@ import 'package:pinball_flame/pinball_flame.dart';
/// can bounce off [DashNestBumper]s. /// can bounce off [DashNestBumper]s.
/// ///
/// When all [DashNestBumper]s are hit at least once, the [GameBonus.dashNest] /// When all [DashNestBumper]s are hit at least once, the [GameBonus.dashNest]
/// is awarded, and the [BigDashNestBumper] releases a new [Ball]. /// is awarded, and the [DashNestBumper.main] releases a new [Ball].
/// {@endtemplate} /// {@endtemplate}
class FlutterForest extends Component class FlutterForest extends Component
with Controls<_FlutterForestController>, HasGameRef<PinballGame> { with Controls<_FlutterForestController>, HasGameRef<PinballGame> {
@ -25,18 +25,18 @@ class FlutterForest extends Component
await super.onLoad(); await super.onLoad();
gameRef.addContactCallback(_DashNestBumperBallContactCallback()); gameRef.addContactCallback(_DashNestBumperBallContactCallback());
final signPost = FlutterSignPost()..initialPosition = Vector2(8.35, -58.3); final signpost = Signpost()..initialPosition = Vector2(8.35, -58.3);
final bigNest = _BigDashNestBumper() final bigNest = _DashNestBumper.main()
..initialPosition = Vector2(18.55, -59.35); ..initialPosition = Vector2(18.55, -59.35);
final smallLeftNest = _SmallDashNestBumper.a() final smallLeftNest = _DashNestBumper.a()
..initialPosition = Vector2(8.95, -51.95); ..initialPosition = Vector2(8.95, -51.95);
final smallRightNest = _SmallDashNestBumper.b() final smallRightNest = _DashNestBumper.b()
..initialPosition = Vector2(23.3, -46.75); ..initialPosition = Vector2(23.3, -46.75);
final dashAnimatronic = DashAnimatronic()..position = Vector2(20, -66); final dashAnimatronic = DashAnimatronic()..position = Vector2(20, -66);
await addAll([ await addAll([
signPost, signpost,
smallLeftNest, smallLeftNest,
smallRightNest, smallRightNest,
bigNest, bigNest,
@ -70,8 +70,6 @@ class _FlutterForestController extends ComponentController<FlutterForest>
} }
Future<void> _addBonusBall() async { Future<void> _addBonusBall() async {
// TODO(alestiago): Remove hardcoded duration.
await Future<void>.delayed(const Duration(milliseconds: 700));
await gameRef.add( await gameRef.add(
ControlledBall.bonus(theme: gameRef.theme) ControlledBall.bonus(theme: gameRef.theme)
..initialPosition = Vector2(17.2, -52.7), ..initialPosition = Vector2(17.2, -52.7),
@ -81,15 +79,12 @@ class _FlutterForestController extends ComponentController<FlutterForest>
// TODO(alestiago): Revisit ScorePoints logic once the FlameForge2D // TODO(alestiago): Revisit ScorePoints logic once the FlameForge2D
// ContactCallback process is enhanced. // ContactCallback process is enhanced.
class _BigDashNestBumper extends BigDashNestBumper with ScorePoints { class _DashNestBumper extends DashNestBumper with ScorePoints {
@override _DashNestBumper.main() : super.main();
int get points => 20;
}
class _SmallDashNestBumper extends SmallDashNestBumper with ScorePoints { _DashNestBumper.a() : super.a();
_SmallDashNestBumper.a() : super.a();
_SmallDashNestBumper.b() : super.b(); _DashNestBumper.b() : super.b();
@override @override
int get points => 20; int get points => 20;

@ -16,8 +16,8 @@ class Launcher extends Forge2DBlueprint {
@override @override
void build(Forge2DGame gameRef) { void build(Forge2DGame gameRef) {
plunger = ControlledPlunger(compressionDistance: 12.3) plunger = ControlledPlunger(compressionDistance: 14)
..initialPosition = Vector2(40.1, 38); ..initialPosition = Vector2(40.7, 38);
final _rocket = RocketSpriteComponent()..position = Vector2(43, 62); final _rocket = RocketSpriteComponent()..position = Vector2(43, 62);

@ -1,45 +0,0 @@
import 'dart:math';
import 'package:flame/components.dart';
import 'package:flame_bloc/flame_bloc.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
import 'package:pinball_flame/pinball_flame.dart';
/// {@template score_effect_controller}
/// A [ComponentController] responsible for adding [ScoreText]s
/// on the game screen when the user earns points.
/// {@endtemplate}
class ScoreEffectController extends ComponentController<PinballGame>
with BlocComponent<GameBloc, GameState> {
/// {@macro score_effect_controller}
ScoreEffectController(PinballGame component) : super(component);
int _lastScore = 0;
final _random = Random();
double _noise() {
return _random.nextDouble() * 5 * (_random.nextBool() ? -1 : 1);
}
@override
bool listenWhen(GameState? previousState, GameState newState) {
return previousState?.score != newState.score;
}
@override
void onNewState(GameState state) {
final newScore = state.score - _lastScore;
_lastScore = state.score;
component.add(
ScoreText(
text: newScore.toString(),
position: Vector2(
_noise(),
_noise() + (BoardDimensions.bounds.topCenter.dy + 10),
),
),
);
}
}

@ -30,11 +30,18 @@ class BallScorePointsCallback extends ContactCallback<Ball, ScorePoints> {
@override @override
void begin( void begin(
Ball _, Ball ball,
ScorePoints scorePoints, ScorePoints scorePoints,
Contact __, Contact _,
) { ) {
_gameRef.read<GameBloc>().add(Scored(points: scorePoints.points)); _gameRef.read<GameBloc>().add(Scored(points: scorePoints.points));
_gameRef.audio.score(); _gameRef.audio.score();
_gameRef.add(
ScoreText(
text: scorePoints.points.toString(),
position: ball.body.position,
),
);
} }
} }

@ -5,14 +5,12 @@ import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:pinball/game/game.dart'; import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart'; import 'package:pinball_components/pinball_components.dart';
import 'package:pinball_flame/pinball_flame.dart';
/// {@template sparky_fire_zone} /// {@template sparky_fire_zone}
/// Area positioned at the top left of the [Board] where the [Ball] /// Area positioned at the top left of the [Board] where the [Ball]
/// can bounce off [SparkyBumper]s. /// can bounce off [SparkyBumper]s.
/// ///
/// When a [Ball] hits [SparkyBumper]s, they toggle between activated and /// When a [Ball] hits [SparkyBumper]s, the bumper animates.
/// deactivated states.
/// {@endtemplate} /// {@endtemplate}
class SparkyFireZone extends Component with HasGameRef<PinballGame> { class SparkyFireZone extends Component with HasGameRef<PinballGame> {
/// {@macro sparky_fire_zone} /// {@macro sparky_fire_zone}
@ -22,14 +20,14 @@ class SparkyFireZone extends Component with HasGameRef<PinballGame> {
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
gameRef.addContactCallback(_ControlledSparkyBumperBallContactCallback()); gameRef.addContactCallback(SparkyBumperBallContactCallback());
final lowerLeftBumper = ControlledSparkyBumper.a() final lowerLeftBumper = _SparkyBumper.a()
..initialPosition = Vector2(-23.15, -41.65); ..initialPosition = Vector2(-22.9, -41.65);
final upperLeftBumper = ControlledSparkyBumper.b() final upperLeftBumper = _SparkyBumper.b()
..initialPosition = Vector2(-21.25, -58.15); ..initialPosition = Vector2(-21.25, -57.9);
final rightBumper = ControlledSparkyBumper.c() final rightBumper = _SparkyBumper.c()
..initialPosition = Vector2(-3.56, -53.051); ..initialPosition = Vector2(-3.3, -52.55);
await addAll([ await addAll([
lowerLeftBumper, lowerLeftBumper,
@ -39,65 +37,29 @@ class SparkyFireZone extends Component with HasGameRef<PinballGame> {
} }
} }
/// {@template controlled_sparky_bumper} // TODO(alestiago): Revisit ScorePoints logic once the FlameForge2D
/// [SparkyBumper] with [_SparkyBumperController] attached. // ContactCallback process is enhanced.
/// {@endtemplate} class _SparkyBumper extends SparkyBumper with ScorePoints {
@visibleForTesting _SparkyBumper.a() : super.a();
class ControlledSparkyBumper extends SparkyBumper
with Controls<_SparkyBumperController>, ScorePoints {
///{@macro controlled_sparky_bumper}
ControlledSparkyBumper.a() : super.a() {
controller = _SparkyBumperController(this);
}
///{@macro controlled_sparky_bumper} _SparkyBumper.b() : super.b();
ControlledSparkyBumper.b() : super.b() {
controller = _SparkyBumperController(this);
}
///{@macro controlled_sparky_bumper} _SparkyBumper.c() : super.c();
ControlledSparkyBumper.c() : super.c() {
controller = _SparkyBumperController(this);
}
@override @override
int get points => 20; int get points => 20;
} }
/// {@template sparky_bumper_controller}
/// Controls a [SparkyBumper].
/// {@endtemplate}
class _SparkyBumperController extends ComponentController<SparkyBumper>
with HasGameRef<PinballGame> {
/// {@macro sparky_bumper_controller}
_SparkyBumperController(ControlledSparkyBumper controlledSparkyBumper)
: super(controlledSparkyBumper);
/// 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;
}
}
/// Listens when a [Ball] bounces bounces against a [SparkyBumper]. /// Listens when a [Ball] bounces bounces against a [SparkyBumper].
class _ControlledSparkyBumperBallContactCallback @visibleForTesting
extends ContactCallback<Controls<_SparkyBumperController>, Ball> { class SparkyBumperBallContactCallback
extends ContactCallback<SparkyBumper, Ball> {
@override @override
void begin( void begin(
Controls<_SparkyBumperController> controlledSparkyBumper, SparkyBumper sparkyBumper,
Ball _, Ball _,
Contact __, Contact __,
) { ) {
controlledSparkyBumper.controller.hit(); sparkyBumper.animate();
} }
} }

@ -9,7 +9,10 @@ extension PinballGameAssetsX on PinballGame {
return [ return [
images.load(components.Assets.images.ball.ball.keyName), images.load(components.Assets.images.ball.ball.keyName),
images.load(components.Assets.images.ball.flameEffect.keyName), images.load(components.Assets.images.ball.flameEffect.keyName),
images.load(components.Assets.images.flutterSignPost.keyName), images.load(components.Assets.images.signpost.inactive.keyName),
images.load(components.Assets.images.signpost.active1.keyName),
images.load(components.Assets.images.signpost.active2.keyName),
images.load(components.Assets.images.signpost.active3.keyName),
images.load(components.Assets.images.flipper.left.keyName), images.load(components.Assets.images.flipper.left.keyName),
images.load(components.Assets.images.flipper.right.keyName), images.load(components.Assets.images.flipper.right.keyName),
images.load(components.Assets.images.baseboard.left.keyName), images.load(components.Assets.images.baseboard.left.keyName),
@ -38,16 +41,37 @@ extension PinballGameAssetsX on PinballGame {
images.load(components.Assets.images.boundary.outer.keyName), images.load(components.Assets.images.boundary.outer.keyName),
images.load(components.Assets.images.spaceship.saucer.keyName), images.load(components.Assets.images.spaceship.saucer.keyName),
images.load(components.Assets.images.spaceship.bridge.keyName), images.load(components.Assets.images.spaceship.bridge.keyName),
images.load(components.Assets.images.spaceship.ramp.main.keyName),
images.load(components.Assets.images.spaceship.ramp.boardOpening.keyName), images.load(components.Assets.images.spaceship.ramp.boardOpening.keyName),
images.load(
components.Assets.images.spaceship.ramp.railingForeground.keyName,
),
images.load( images.load(
components.Assets.images.spaceship.ramp.railingBackground.keyName, components.Assets.images.spaceship.ramp.railingBackground.keyName,
), ),
images.load(components.Assets.images.spaceship.ramp.main.keyName),
images
.load(components.Assets.images.spaceship.ramp.arrow.inactive.keyName),
images.load( images.load(
components.Assets.images.spaceship.ramp.railingForeground.keyName, components.Assets.images.spaceship.ramp.arrow.active1.keyName,
),
images.load(
components.Assets.images.spaceship.ramp.arrow.active2.keyName,
),
images.load(
components.Assets.images.spaceship.ramp.arrow.active3.keyName,
),
images.load(
components.Assets.images.spaceship.ramp.arrow.active4.keyName,
),
images.load(
components.Assets.images.spaceship.ramp.arrow.active5.keyName,
), ),
images.load(components.Assets.images.spaceship.rail.main.keyName), images.load(components.Assets.images.spaceship.rail.main.keyName),
images.load(components.Assets.images.spaceship.rail.foreground.keyName), images.load(components.Assets.images.spaceship.rail.foreground.keyName),
images.load(components.Assets.images.alienBumper.a.active.keyName),
images.load(components.Assets.images.alienBumper.a.inactive.keyName),
images.load(components.Assets.images.alienBumper.b.active.keyName),
images.load(components.Assets.images.alienBumper.b.inactive.keyName),
images.load(components.Assets.images.chromeDino.mouth.keyName), images.load(components.Assets.images.chromeDino.mouth.keyName),
images.load(components.Assets.images.chromeDino.head.keyName), images.load(components.Assets.images.chromeDino.head.keyName),
images.load(components.Assets.images.plunger.plunger.keyName), images.load(components.Assets.images.plunger.plunger.keyName),

@ -5,6 +5,7 @@ import 'package:flame/components.dart';
import 'package:flame/input.dart'; import 'package:flame/input.dart';
import 'package:flame_bloc/flame_bloc.dart'; import 'package:flame_bloc/flame_bloc.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball/game/game.dart'; import 'package:pinball/game/game.dart';
import 'package:pinball/gen/assets.gen.dart'; import 'package:pinball/gen/assets.gen.dart';
import 'package:pinball_audio/pinball_audio.dart'; import 'package:pinball_audio/pinball_audio.dart';
@ -28,6 +29,9 @@ class PinballGame extends Forge2DGame
/// Identifier of the play button overlay /// Identifier of the play button overlay
static const playButtonOverlay = 'play_button'; static const playButtonOverlay = 'play_button';
@override
Color backgroundColor() => Colors.transparent;
final PinballTheme theme; final PinballTheme theme;
final PinballAudio audio; final PinballAudio audio;
@ -38,7 +42,6 @@ class PinballGame extends Forge2DGame
Future<void> onLoad() async { Future<void> onLoad() async {
_addContactCallbacks(); _addContactCallbacks();
unawaited(add(ScoreEffectController(this)));
unawaited(add(gameFlowController = GameFlowController(this))); unawaited(add(gameFlowController = GameFlowController(this)));
unawaited(add(CameraController(this))); unawaited(add(CameraController(this)));
unawaited(add(Backboard.waiting(position: Vector2(0, -88)))); unawaited(add(Backboard.waiting(position: Vector2(0, -88))));
@ -164,7 +167,7 @@ class DebugPinballGame extends PinballGame with TapDetector {
anchor: Anchor.center, anchor: Anchor.center,
) )
..position = Vector2(0, -7.8) ..position = Vector2(0, -7.8)
..priority = -4; ..priority = RenderPriority.background;
await add(spriteComponent); await add(spriteComponent);
} }

@ -5,32 +5,40 @@ import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:flutter_bloc/flutter_bloc.dart'; import 'package:flutter_bloc/flutter_bloc.dart';
import 'package:pinball/game/game.dart'; import 'package:pinball/game/game.dart';
import 'package:pinball/start_game/start_game.dart';
import 'package:pinball/theme/theme.dart';
import 'package:pinball_audio/pinball_audio.dart'; import 'package:pinball_audio/pinball_audio.dart';
import 'package:pinball_theme/pinball_theme.dart';
class PinballGamePage extends StatelessWidget { class PinballGamePage extends StatelessWidget {
const PinballGamePage({ const PinballGamePage({
Key? key, Key? key,
required this.theme, this.isDebugMode = kDebugMode,
required this.game,
}) : super(key: key); }) : super(key: key);
final PinballTheme theme; final bool isDebugMode;
final PinballGame game;
static Route route({ static Route route({
required PinballTheme theme,
bool isDebugMode = kDebugMode, bool isDebugMode = kDebugMode,
}) { }) {
return MaterialPageRoute<void>( return MaterialPageRoute<void>(
builder: (context) { builder: (context) {
return PinballGamePage(
isDebugMode: isDebugMode,
);
},
);
}
@override
Widget build(BuildContext context) {
final theme = context.read<ThemeCubit>().state.theme;
final audio = context.read<PinballAudio>(); final audio = context.read<PinballAudio>();
final pinballAudio = context.read<PinballAudio>();
final game = isDebugMode final game = isDebugMode
? DebugPinballGame(theme: theme, audio: audio) ? DebugPinballGame(theme: theme, audio: audio)
: PinballGame(theme: theme, audio: audio); : PinballGame(theme: theme, audio: audio);
final pinballAudio = context.read<PinballAudio>();
final loadables = [ final loadables = [
...game.preLoadAssets(), ...game.preLoadAssets(),
pinballAudio.load(), pinballAudio.load(),
@ -38,21 +46,15 @@ class PinballGamePage extends StatelessWidget {
return MultiBlocProvider( return MultiBlocProvider(
providers: [ providers: [
BlocProvider(create: (_) => StartGameBloc(game: game)),
BlocProvider(create: (_) => GameBloc()), BlocProvider(create: (_) => GameBloc()),
BlocProvider( BlocProvider(
create: (_) => AssetsManagerCubit(loadables)..load(), create: (_) => AssetsManagerCubit(loadables)..load(),
), ),
], ],
child: PinballGamePage(theme: theme, game: game), child: PinballGameView(game: game),
);
},
); );
} }
@override
Widget build(BuildContext context) {
return PinballGameView(game: game);
}
} }
class PinballGameView extends StatelessWidget { class PinballGameView extends StatelessWidget {
@ -65,18 +67,51 @@ class PinballGameView extends StatelessWidget {
@override @override
Widget build(BuildContext context) { Widget build(BuildContext context) {
final loadingProgress = context.watch<AssetsManagerCubit>().state.progress; final isLoading = context.select(
(AssetsManagerCubit bloc) => bloc.state.progress != 1,
);
if (loadingProgress != 1) {
return Scaffold( return Scaffold(
body: Center( backgroundColor: Colors.blue,
child: Text( body: isLoading
loadingProgress.toString(), ? const _PinballGameLoadingView()
: PinballGameLoadedView(game: game),
);
}
}
class _PinballGameLoadingView extends StatelessWidget {
const _PinballGameLoadingView({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
final loadingProgress = context.select(
(AssetsManagerCubit bloc) => bloc.state.progress,
);
return Padding(
padding: const EdgeInsets.all(24),
child: Center(
child: LinearProgressIndicator(
color: Colors.white,
value: loadingProgress,
), ),
), ),
); );
} }
}
@visibleForTesting
class PinballGameLoadedView extends StatelessWidget {
const PinballGameLoadedView({
Key? key,
required this.game,
}) : super(key: key);
final PinballGame game;
@override
Widget build(BuildContext context) {
return Stack( return Stack(
children: [ children: [
Positioned.fill( Positioned.fill(

@ -1,6 +1,7 @@
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:pinball/game/pinball_game.dart'; import 'package:pinball/game/pinball_game.dart';
import 'package:pinball/l10n/l10n.dart'; import 'package:pinball/l10n/l10n.dart';
import 'package:pinball/theme/theme.dart';
/// {@template play_button_overlay} /// {@template play_button_overlay}
/// [Widget] that renders the button responsible to starting the game /// [Widget] that renders the button responsible to starting the game
@ -18,9 +19,27 @@ class PlayButtonOverlay extends StatelessWidget {
@override @override
Widget build(BuildContext context) { Widget build(BuildContext context) {
final l10n = context.l10n; final l10n = context.l10n;
return Center( return Center(
child: ElevatedButton( child: ElevatedButton(
onPressed: _game.gameFlowController.start, onPressed: () {
_game.gameFlowController.start();
showDialog<void>(
context: context,
barrierDismissible: false,
builder: (_) {
final height = MediaQuery.of(context).size.height * 0.5;
return Center(
child: SizedBox(
height: height,
width: height * 1.4,
child: const CharacterSelectionDialog(),
),
);
},
);
},
child: Text(l10n.play), child: Text(l10n.play),
), ),
); );

@ -0,0 +1 @@
export 'assets.gen.dart';

@ -1 +0,0 @@
export 'view/landing_page.dart';

@ -69,7 +69,7 @@ class LeaderboardView extends StatelessWidget {
const SizedBox(height: 20), const SizedBox(height: 20),
TextButton( TextButton(
onPressed: () => Navigator.of(context).push<void>( onPressed: () => Navigator.of(context).push<void>(
CharacterSelectionPage.route(), CharacterSelectionDialog.route(),
), ),
child: Text(l10n.retry), child: Text(l10n.retry),
), ),

@ -1 +1,2 @@
export 'bloc/start_game_bloc.dart'; export 'bloc/start_game_bloc.dart';
export 'widgets/widgets.dart';

@ -2,42 +2,9 @@
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:pinball/l10n/l10n.dart'; import 'package:pinball/l10n/l10n.dart';
import 'package:pinball/theme/theme.dart';
class LandingPage extends StatelessWidget { class HowToPlayDialog extends StatelessWidget {
const LandingPage({Key? key}) : super(key: key); const HowToPlayDialog({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
final l10n = context.l10n;
return Scaffold(
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
TextButton(
onPressed: () => Navigator.of(context).push<void>(
CharacterSelectionPage.route(),
),
child: Text(l10n.play),
),
TextButton(
onPressed: () => showDialog<void>(
context: context,
builder: (_) => const _HowToPlayDialog(),
),
child: Text(l10n.howToPlay),
),
],
),
),
);
}
}
class _HowToPlayDialog extends StatelessWidget {
const _HowToPlayDialog({Key? key}) : super(key: key);
@override @override
Widget build(BuildContext context) { Widget build(BuildContext context) {

@ -0,0 +1 @@
export 'how_to_play_dialog.dart';

@ -0,0 +1,15 @@
// ignore_for_file: public_member_api_docs
import 'package:flutter/material.dart';
abstract class AppColors {
static const Color white = Color(0xFFFFFFFF);
static const Color darkBlue = Color(0xFF0C32A4);
static const Color orange = Color(0xFFFFEE02);
static const Color blue = Color(0xFF4B94F6);
static const Color transparent = Color(0x00000000);
}

@ -0,0 +1,35 @@
// ignore_for_file: public_member_api_docs
import 'package:flutter/widgets.dart';
import 'package:pinball/theme/theme.dart';
import 'package:pinball_components/pinball_components.dart';
const _fontPackage = 'pinball_components';
const _primaryFontFamily = PinballFonts.pixeloidSans;
abstract class AppTextStyle {
static const headline1 = TextStyle(
fontSize: 28,
package: _fontPackage,
fontFamily: _primaryFontFamily,
);
static const headline2 = TextStyle(
fontSize: 24,
package: _fontPackage,
fontFamily: _primaryFontFamily,
);
static const headline3 = TextStyle(
color: AppColors.white,
fontSize: 20,
package: _fontPackage,
fontFamily: _primaryFontFamily,
);
static const subtitle1 = TextStyle(
fontSize: 10,
fontFamily: _primaryFontFamily,
package: _fontPackage,
);
}

@ -1,2 +1,4 @@
export 'app_colors.dart';
export 'app_text_style.dart';
export 'cubit/theme_cubit.dart'; export 'cubit/theme_cubit.dart';
export 'view/view.dart'; export 'view/view.dart';

@ -2,17 +2,17 @@
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:flutter_bloc/flutter_bloc.dart'; import 'package:flutter_bloc/flutter_bloc.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball/l10n/l10n.dart'; import 'package:pinball/l10n/l10n.dart';
import 'package:pinball/start_game/start_game.dart';
import 'package:pinball/theme/theme.dart'; import 'package:pinball/theme/theme.dart';
import 'package:pinball_theme/pinball_theme.dart'; import 'package:pinball_theme/pinball_theme.dart';
class CharacterSelectionPage extends StatelessWidget { class CharacterSelectionDialog extends StatelessWidget {
const CharacterSelectionPage({Key? key}) : super(key: key); const CharacterSelectionDialog({Key? key}) : super(key: key);
static Route route() { static Route route() {
return MaterialPageRoute<void>( return MaterialPageRoute<void>(
builder: (_) => const CharacterSelectionPage(), builder: (_) => const CharacterSelectionDialog(),
); );
} }
@ -46,11 +46,13 @@ class CharacterSelectionView extends StatelessWidget {
const _CharacterSelectionGridView(), const _CharacterSelectionGridView(),
const SizedBox(height: 20), const SizedBox(height: 20),
TextButton( TextButton(
onPressed: () => Navigator.of(context).push<void>( onPressed: () {
PinballGamePage.route( Navigator.of(context).pop();
theme: context.read<ThemeCubit>().state.theme, showDialog<void>(
), context: context,
), builder: (_) => const HowToPlayDialog(),
);
},
child: Text(l10n.start), child: Text(l10n.start),
), ),
], ],

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@ -21,17 +21,13 @@ class $AssetsImagesGen {
$AssetsImagesDashGen get dash => const $AssetsImagesDashGen(); $AssetsImagesDashGen get dash => const $AssetsImagesDashGen();
$AssetsImagesDinoGen get dino => const $AssetsImagesDinoGen(); $AssetsImagesDinoGen get dino => const $AssetsImagesDinoGen();
$AssetsImagesFlipperGen get flipper => const $AssetsImagesFlipperGen(); $AssetsImagesFlipperGen get flipper => const $AssetsImagesFlipperGen();
/// File path: assets/images/flutter_sign_post.png
AssetGenImage get flutterSignPost =>
const AssetGenImage('assets/images/flutter_sign_post.png');
$AssetsImagesGoogleWordGen get googleWord => $AssetsImagesGoogleWordGen get googleWord =>
const $AssetsImagesGoogleWordGen(); const $AssetsImagesGoogleWordGen();
$AssetsImagesKickerGen get kicker => const $AssetsImagesKickerGen(); $AssetsImagesKickerGen get kicker => const $AssetsImagesKickerGen();
$AssetsImagesLaunchRampGen get launchRamp => $AssetsImagesLaunchRampGen get launchRamp =>
const $AssetsImagesLaunchRampGen(); const $AssetsImagesLaunchRampGen();
$AssetsImagesPlungerGen get plunger => const $AssetsImagesPlungerGen(); $AssetsImagesPlungerGen get plunger => const $AssetsImagesPlungerGen();
$AssetsImagesSignpostGen get signpost => const $AssetsImagesSignpostGen();
$AssetsImagesSlingshotGen get slingshot => const $AssetsImagesSlingshotGen(); $AssetsImagesSlingshotGen get slingshot => const $AssetsImagesSlingshotGen();
$AssetsImagesSpaceshipGen get spaceship => const $AssetsImagesSpaceshipGen(); $AssetsImagesSpaceshipGen get spaceship => const $AssetsImagesSpaceshipGen();
$AssetsImagesSparkyGen get sparky => const $AssetsImagesSparkyGen(); $AssetsImagesSparkyGen get sparky => const $AssetsImagesSparkyGen();
@ -209,6 +205,26 @@ class $AssetsImagesPlungerGen {
const AssetGenImage('assets/images/plunger/rocket.png'); const AssetGenImage('assets/images/plunger/rocket.png');
} }
class $AssetsImagesSignpostGen {
const $AssetsImagesSignpostGen();
/// File path: assets/images/signpost/active1.png
AssetGenImage get active1 =>
const AssetGenImage('assets/images/signpost/active1.png');
/// File path: assets/images/signpost/active2.png
AssetGenImage get active2 =>
const AssetGenImage('assets/images/signpost/active2.png');
/// File path: assets/images/signpost/active3.png
AssetGenImage get active3 =>
const AssetGenImage('assets/images/signpost/active3.png');
/// File path: assets/images/signpost/inactive.png
AssetGenImage get inactive =>
const AssetGenImage('assets/images/signpost/inactive.png');
}
class $AssetsImagesSlingshotGen { class $AssetsImagesSlingshotGen {
const $AssetsImagesSlingshotGen(); const $AssetsImagesSlingshotGen();
@ -295,6 +311,9 @@ class $AssetsImagesSpaceshipRailGen {
class $AssetsImagesSpaceshipRampGen { class $AssetsImagesSpaceshipRampGen {
const $AssetsImagesSpaceshipRampGen(); const $AssetsImagesSpaceshipRampGen();
$AssetsImagesSpaceshipRampArrowGen get arrow =>
const $AssetsImagesSpaceshipRampArrowGen();
/// File path: assets/images/spaceship/ramp/board-opening.png /// File path: assets/images/spaceship/ramp/board-opening.png
AssetGenImage get boardOpening => AssetGenImage get boardOpening =>
const AssetGenImage('assets/images/spaceship/ramp/board-opening.png'); const AssetGenImage('assets/images/spaceship/ramp/board-opening.png');
@ -368,6 +387,34 @@ class $AssetsImagesDashBumperMainGen {
const AssetGenImage('assets/images/dash/bumper/main/inactive.png'); const AssetGenImage('assets/images/dash/bumper/main/inactive.png');
} }
class $AssetsImagesSpaceshipRampArrowGen {
const $AssetsImagesSpaceshipRampArrowGen();
/// File path: assets/images/spaceship/ramp/arrow/active1.png
AssetGenImage get active1 =>
const AssetGenImage('assets/images/spaceship/ramp/arrow/active1.png');
/// File path: assets/images/spaceship/ramp/arrow/active2.png
AssetGenImage get active2 =>
const AssetGenImage('assets/images/spaceship/ramp/arrow/active2.png');
/// File path: assets/images/spaceship/ramp/arrow/active3.png
AssetGenImage get active3 =>
const AssetGenImage('assets/images/spaceship/ramp/arrow/active3.png');
/// File path: assets/images/spaceship/ramp/arrow/active4.png
AssetGenImage get active4 =>
const AssetGenImage('assets/images/spaceship/ramp/arrow/active4.png');
/// File path: assets/images/spaceship/ramp/arrow/active5.png
AssetGenImage get active5 =>
const AssetGenImage('assets/images/spaceship/ramp/arrow/active5.png');
/// File path: assets/images/spaceship/ramp/arrow/inactive.png
AssetGenImage get inactive =>
const AssetGenImage('assets/images/spaceship/ramp/arrow/inactive.png');
}
class $AssetsImagesSparkyBumperAGen { class $AssetsImagesSparkyBumperAGen {
const $AssetsImagesSparkyBumperAGen(); const $AssetsImagesSparkyBumperAGen();

@ -0,0 +1,2 @@
export 'assets.gen.dart';
export 'pinball_fonts.dart';

@ -1,16 +1,14 @@
import 'package:pinball_components/gen/fonts.gen.dart'; import 'package:pinball_components/gen/fonts.gen.dart';
String _prefixFont(String font) { const String _fontPath = 'packages/pinball_components/';
return 'packages/pinball_components/$font';
}
/// Class with the fonts available on the pinball game /// Class with the fonts available on the pinball game
class PinballFonts { class PinballFonts {
PinballFonts._(); PinballFonts._();
/// Mono variation of the Pixeloid font /// Mono variation of the Pixeloid font
static final String pixeloidMono = _prefixFont(FontFamily.pixeloidMono); static const String pixeloidMono = '$_fontPath/${FontFamily.pixeloidMono}';
/// Sans variation of the Pixeloid font /// Sans variation of the Pixeloid font
static final String pixeloidSans = _prefixFont(FontFamily.pixeloidMono); static const String pixeloidSans = '$_fontPath/${FontFamily.pixeloidSans}';
} }

@ -1,5 +1,4 @@
library pinball_components; library pinball_components;
export 'gen/assets.gen.dart'; export 'gen/gen.dart';
export 'gen/pinball_fonts.dart';
export 'src/pinball_components.dart'; export 'src/pinball_components.dart';

@ -1,36 +1,41 @@
import 'dart:async';
import 'package:flame/components.dart'; import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball_components/pinball_components.dart'; import 'package:pinball_components/pinball_components.dart';
/// {@template alien_bumper} /// {@template alien_bumper}
/// Bumper for Alien area. /// Bumper for area under the [Spaceship].
/// {@endtemplate} /// {@endtemplate}
// TODO(ruimiguel): refactor later to unify with DashBumpers.
class AlienBumper extends BodyComponent with InitialPosition { class AlienBumper extends BodyComponent with InitialPosition {
/// {@macro alien_bumper} /// {@macro alien_bumper}
AlienBumper._({ AlienBumper._({
required double majorRadius, required double majorRadius,
required double minorRadius, required double minorRadius,
required String activeAssetPath, required String onAssetPath,
required String inactiveAssetPath, required String offAssetPath,
required SpriteComponent spriteComponent,
}) : _majorRadius = majorRadius, }) : _majorRadius = majorRadius,
_minorRadius = minorRadius, _minorRadius = minorRadius,
_activeAssetPath = activeAssetPath, super(
_inactiveAssetPath = inactiveAssetPath, priority: RenderPriority.alienBumper,
_spriteComponent = spriteComponent; children: [
_AlienBumperSpriteGroupComponent(
onAssetPath: onAssetPath,
offAssetPath: offAssetPath,
),
],
) {
renderBody = false;
}
/// {@macro alien_bumper} /// {@macro alien_bumper}
AlienBumper.a() AlienBumper.a()
: this._( : this._(
majorRadius: 3.52, majorRadius: 3.52,
minorRadius: 2.97, minorRadius: 2.97,
activeAssetPath: Assets.images.alienBumper.a.active.keyName, onAssetPath: Assets.images.alienBumper.a.active.keyName,
inactiveAssetPath: Assets.images.alienBumper.a.inactive.keyName, offAssetPath: Assets.images.alienBumper.a.inactive.keyName,
spriteComponent: SpriteComponent(
anchor: Anchor.center,
position: Vector2(0, -0.1),
),
); );
/// {@macro alien_bumper} /// {@macro alien_bumper}
@ -38,32 +43,12 @@ class AlienBumper extends BodyComponent with InitialPosition {
: this._( : this._(
majorRadius: 3.19, majorRadius: 3.19,
minorRadius: 2.79, minorRadius: 2.79,
activeAssetPath: Assets.images.alienBumper.b.active.keyName, onAssetPath: Assets.images.alienBumper.b.active.keyName,
inactiveAssetPath: Assets.images.alienBumper.b.inactive.keyName, offAssetPath: Assets.images.alienBumper.b.inactive.keyName,
spriteComponent: SpriteComponent(
anchor: Anchor.center,
position: Vector2(0, -0.1),
),
); );
final double _majorRadius; final double _majorRadius;
final double _minorRadius; final double _minorRadius;
final String _activeAssetPath;
late final Sprite _activeSprite;
final String _inactiveAssetPath;
late final Sprite _inactiveSprite;
final SpriteComponent _spriteComponent;
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await _loadSprites();
deactivate();
await add(_spriteComponent);
}
@override @override
Body createBody() { Body createBody() {
@ -84,25 +69,53 @@ class AlienBumper extends BodyComponent with InitialPosition {
return world.createBody(bodyDef)..createFixture(fixtureDef); return world.createBody(bodyDef)..createFixture(fixtureDef);
} }
Future<void> _loadSprites() async { /// Animates the [AlienBumper].
// TODO(alestiago): I think ideally we would like to do: Future<void> animate() async {
// Sprite(path).load so we don't require to store the activeAssetPath and final spriteGroupComponent = firstChild<_AlienBumperSpriteGroupComponent>()
// the inactive assetPath. ?..current = AlienBumperSpriteState.inactive;
_inactiveSprite = await gameRef.loadSprite(_inactiveAssetPath); await Future<void>.delayed(const Duration(milliseconds: 50));
_activeSprite = await gameRef.loadSprite(_activeAssetPath); spriteGroupComponent?.current = AlienBumperSpriteState.active;
} }
}
/// Activates the [AlienBumper]. /// Indicates the [AlienBumper]'s current sprite state.
void activate() { @visibleForTesting
_spriteComponent enum AlienBumperSpriteState {
..sprite = _activeSprite /// A lit up bumper.
..size = _activeSprite.originalSize / 10; active,
}
/// A dimmed bumper.
inactive,
}
class _AlienBumperSpriteGroupComponent
extends SpriteGroupComponent<AlienBumperSpriteState> with HasGameRef {
_AlienBumperSpriteGroupComponent({
required String onAssetPath,
required String offAssetPath,
}) : _onAssetPath = onAssetPath,
_offAssetPath = offAssetPath,
super(
anchor: Anchor.center,
position: Vector2(0, -0.1),
);
final String _onAssetPath;
final String _offAssetPath;
@override
Future<void> onLoad() async {
await super.onLoad();
final sprites = {
AlienBumperSpriteState.active:
Sprite(gameRef.images.fromCache(_onAssetPath)),
AlienBumperSpriteState.inactive:
Sprite(gameRef.images.fromCache(_offAssetPath)),
};
this.sprites = sprites;
/// Deactivates the [AlienBumper]. current = AlienBumperSpriteState.active;
void deactivate() { size = sprites[current]!.originalSize / 10;
_spriteComponent
..sprite = _inactiveSprite
..size = _inactiveSprite.originalSize / 10;
} }
} }

@ -46,7 +46,7 @@ class Backboard extends PositionComponent with HasGameRef {
/// [TextPaint] used on the [Backboard] /// [TextPaint] used on the [Backboard]
static final textPaint = TextPaint( static final textPaint = TextPaint(
style: TextStyle( style: const TextStyle(
fontSize: 6, fontSize: 6,
color: Colors.white, color: Colors.white,
fontFamily: PinballFonts.pixeloidSans, fontFamily: PinballFonts.pixeloidSans,

@ -29,21 +29,6 @@ class Ball<T extends Forge2DGame> extends BodyComponent<T>
renderBody = false; renderBody = false;
} }
/// Render priority for the [Ball] while it's on the board.
static const int boardPriority = 0;
/// Render priority for the [Ball] while it's on the [SpaceshipRamp].
static const int spaceshipRampPriority = 4;
/// Render priority for the [Ball] while it's on the [Spaceship].
static const int spaceshipPriority = 4;
/// Render priority for the [Ball] while it's on the [SpaceshipRail].
static const int spaceshipRailPriority = 2;
/// Render priority for the [Ball] while it's on the [LaunchRamp].
static const int launchRampPriority = -2;
/// The size of the [Ball]. /// The size of the [Ball].
static final Vector2 size = Vector2.all(4.13); static final Vector2 size = Vector2.all(4.13);
@ -152,7 +137,7 @@ class _TurboChargeSpriteAnimationComponent extends SpriteAnimationComponent
_TurboChargeSpriteAnimationComponent() _TurboChargeSpriteAnimationComponent()
: super( : super(
anchor: const Anchor(0.53, 0.72), anchor: const Anchor(0.53, 0.72),
priority: Ball.boardPriority + 1, priority: RenderPriority.turboChargeFlame,
removeOnFinish: true, removeOnFinish: true,
); );

@ -26,8 +26,7 @@ class _BottomBoundary extends BodyComponent with InitialPosition {
/// {@macro bottom_boundary} /// {@macro bottom_boundary}
_BottomBoundary() _BottomBoundary()
: super( : super(
// TODO(ruimiguel): set final priority when RenderPriority PR merged. priority: RenderPriority.bottomBoundary,
priority: Ball.boardPriority + 2,
children: [_BottomBoundarySpriteComponent()], children: [_BottomBoundarySpriteComponent()],
) { ) {
renderBody = false; renderBody = false;
@ -91,7 +90,7 @@ class _OuterBoundary extends BodyComponent with InitialPosition {
/// {@macro outer_boundary} /// {@macro outer_boundary}
_OuterBoundary() _OuterBoundary()
: super( : super(
priority: Ball.launchRampPriority - 1, priority: RenderPriority.outerBoudary,
children: [_OuterBoundarySpriteComponent()], children: [_OuterBoundarySpriteComponent()],
) { ) {
renderBody = false; renderBody = false;

@ -12,10 +12,12 @@ import 'package:pinball_components/pinball_components.dart';
/// {@endtemplate} /// {@endtemplate}
class ChromeDino extends BodyComponent with InitialPosition { class ChromeDino extends BodyComponent with InitialPosition {
/// {@macro chrome_dino} /// {@macro chrome_dino}
ChromeDino() { ChromeDino()
: super(
// TODO(alestiago): Remove once sprites are defined. // TODO(alestiago): Remove once sprites are defined.
paint = Paint()..color = Colors.blue; paint: Paint()..color = Colors.blue,
} priority: RenderPriority.dino,
);
/// The size of the dinosaur mouth. /// The size of the dinosaur mouth.
static final size = Vector2(5, 2.5); static final size = Vector2(5, 2.5);

@ -12,7 +12,6 @@ export 'dash_nest_bumper.dart';
export 'dino_walls.dart'; export 'dino_walls.dart';
export 'fire_effect.dart'; export 'fire_effect.dart';
export 'flipper.dart'; export 'flipper.dart';
export 'flutter_sign_post.dart';
export 'google_letter.dart'; export 'google_letter.dart';
export 'initial_position.dart'; export 'initial_position.dart';
export 'joint_anchor.dart'; export 'joint_anchor.dart';
@ -21,9 +20,11 @@ export 'launch_ramp.dart';
export 'layer.dart'; export 'layer.dart';
export 'layer_sensor.dart'; export 'layer_sensor.dart';
export 'plunger.dart'; export 'plunger.dart';
export 'render_priority.dart';
export 'rocket.dart'; export 'rocket.dart';
export 'score_text.dart'; export 'score_text.dart';
export 'shapes/shapes.dart'; export 'shapes/shapes.dart';
export 'signpost.dart';
export 'slingshot.dart'; export 'slingshot.dart';
export 'spaceship.dart'; export 'spaceship.dart';
export 'spaceship_rail.dart'; export 'spaceship_rail.dart';

@ -2,7 +2,7 @@ import 'package:flame/components.dart';
import 'package:pinball_components/pinball_components.dart'; import 'package:pinball_components/pinball_components.dart';
/// {@template dash_animatronic} /// {@template dash_animatronic}
/// Animated Dash that sits on top of the [BigDashNestBumper]. /// Animated Dash that sits on top of the [DashNestBumper.main].
/// {@endtemplate} /// {@endtemplate}
class DashAnimatronic extends SpriteAnimationComponent with HasGameRef { class DashAnimatronic extends SpriteAnimationComponent with HasGameRef {
/// {@macro dash_animatronic} /// {@macro dash_animatronic}
@ -10,6 +10,7 @@ class DashAnimatronic extends SpriteAnimationComponent with HasGameRef {
: super( : super(
anchor: Anchor.center, anchor: Anchor.center,
playing: false, playing: false,
priority: RenderPriority.dashAnimatronic,
); );
@override @override

@ -2,138 +2,76 @@ import 'dart:math' as math;
import 'package:flame/components.dart'; import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball_components/pinball_components.dart'; import 'package:pinball_components/pinball_components.dart';
/// {@template dash_nest_bumper} /// {@template dash_nest_bumper}
/// Bumper with a nest appearance. /// Bumper with a nest appearance.
/// {@endtemplate} /// {@endtemplate}
abstract class DashNestBumper extends BodyComponent with InitialPosition { class DashNestBumper extends BodyComponent with InitialPosition {
/// {@macro dash_nest_bumper} /// {@macro dash_nest_bumper}
DashNestBumper._({ DashNestBumper._({
required double majorRadius,
required double minorRadius,
required String activeAssetPath, required String activeAssetPath,
required String inactiveAssetPath, required String inactiveAssetPath,
required SpriteComponent spriteComponent, required Vector2 spritePosition,
}) : _activeAssetPath = activeAssetPath, }) : _majorRadius = majorRadius,
_inactiveAssetPath = inactiveAssetPath, _minorRadius = minorRadius,
_spriteComponent = spriteComponent; super(
priority: RenderPriority.dashBumper,
final String _activeAssetPath; children: [
late final Sprite _activeSprite; _DashNestBumperSpriteGroupComponent(
final String _inactiveAssetPath; activeAssetPath: activeAssetPath,
late final Sprite _inactiveSprite; inactiveAssetPath: inactiveAssetPath,
final SpriteComponent _spriteComponent; position: spritePosition,
),
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 renderBody = false;
// 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} /// {@macro dash_nest_bumper}
BigDashNestBumper() DashNestBumper.main()
: super._( : this._(
activeAssetPath: Assets.images.dash.bumper.main.active.keyName,
inactiveAssetPath: Assets.images.dash.bumper.main.inactive.keyName,
spriteComponent: SpriteComponent(
anchor: Anchor.center,
position: Vector2(0, -0.3),
),
);
@override
Body createBody() {
final shape = EllipseShape(
center: Vector2.zero(),
majorRadius: 5.1, majorRadius: 5.1,
minorRadius: 3.75, minorRadius: 3.75,
)..rotate(math.pi / 1.9); activeAssetPath: Assets.images.dash.bumper.main.active.keyName,
final fixtureDef = FixtureDef(shape); inactiveAssetPath: Assets.images.dash.bumper.main.inactive.keyName,
final bodyDef = BodyDef( spritePosition: Vector2(0, -0.3),
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} /// {@macro dash_nest_bumper}
SmallDashNestBumper.a() DashNestBumper.a()
: this._( : this._(
majorRadius: 3,
minorRadius: 2.5,
activeAssetPath: Assets.images.dash.bumper.a.active.keyName, activeAssetPath: Assets.images.dash.bumper.a.active.keyName,
inactiveAssetPath: Assets.images.dash.bumper.a.inactive.keyName, inactiveAssetPath: Assets.images.dash.bumper.a.inactive.keyName,
spriteComponent: SpriteComponent( spritePosition: Vector2(0.35, -1.2),
anchor: Anchor.center,
position: Vector2(0.35, -1.2),
),
); );
/// {@macro dash_nest_bumper} /// {@macro dash_nest_bumper}
SmallDashNestBumper.b() DashNestBumper.b()
: this._( : this._(
majorRadius: 3,
minorRadius: 2.5,
activeAssetPath: Assets.images.dash.bumper.b.active.keyName, activeAssetPath: Assets.images.dash.bumper.b.active.keyName,
inactiveAssetPath: Assets.images.dash.bumper.b.inactive.keyName, inactiveAssetPath: Assets.images.dash.bumper.b.inactive.keyName,
spriteComponent: SpriteComponent( spritePosition: Vector2(0.35, -1.2),
anchor: Anchor.center,
position: Vector2(0.35, -1.2),
),
); );
final double _majorRadius;
final double _minorRadius;
@override @override
Body createBody() { Body createBody() {
final shape = EllipseShape( final shape = EllipseShape(
center: Vector2.zero(), center: Vector2.zero(),
majorRadius: 3, majorRadius: _majorRadius,
minorRadius: 2.25, minorRadius: _minorRadius,
)..rotate(math.pi / 2); )..rotate(math.pi / 1.9);
final fixtureDef = FixtureDef( final fixtureDef = FixtureDef(shape, restitution: 4);
shape,
restitution: 4,
);
final bodyDef = BodyDef( final bodyDef = BodyDef(
position: initialPosition, position: initialPosition,
userData: this, userData: this,
@ -141,4 +79,58 @@ class SmallDashNestBumper extends DashNestBumper {
return world.createBody(bodyDef)..createFixture(fixtureDef); return world.createBody(bodyDef)..createFixture(fixtureDef);
} }
/// Activates the [DashNestBumper].
void activate() {
firstChild<_DashNestBumperSpriteGroupComponent>()?.current =
DashNestBumperSpriteState.active;
}
/// Deactivates the [DashNestBumper].
void deactivate() {
firstChild<_DashNestBumperSpriteGroupComponent>()?.current =
DashNestBumperSpriteState.inactive;
}
}
/// Indicates the [DashNestBumper]'s current sprite state.
@visibleForTesting
enum DashNestBumperSpriteState {
/// A lit up bumper.
active,
/// A dimmed bumper.
inactive,
}
class _DashNestBumperSpriteGroupComponent
extends SpriteGroupComponent<DashNestBumperSpriteState> with HasGameRef {
_DashNestBumperSpriteGroupComponent({
required String activeAssetPath,
required String inactiveAssetPath,
required Vector2 position,
}) : _activeAssetPath = activeAssetPath,
_inactiveAssetPath = inactiveAssetPath,
super(
anchor: Anchor.center,
position: position,
);
final String _activeAssetPath;
final String _inactiveAssetPath;
@override
Future<void> onLoad() async {
await super.onLoad();
final sprites = {
DashNestBumperSpriteState.active:
Sprite(gameRef.images.fromCache(_activeAssetPath)),
DashNestBumperSpriteState.inactive:
Sprite(gameRef.images.fromCache(_inactiveAssetPath)),
};
this.sprites = sprites;
current = DashNestBumperSpriteState.inactive;
size = sprites[current]!.originalSize / 10;
}
} }

@ -31,8 +31,7 @@ class _DinoTopWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall} ///{@macro dino_top_wall}
_DinoTopWall() _DinoTopWall()
: super( : super(
// TODO(ruimiguel): set final priority when RenderPriority PR merged. priority: RenderPriority.dinoTopWall,
priority: Ball.boardPriority + 1,
children: [_DinoTopWallSpriteComponent()], children: [_DinoTopWallSpriteComponent()],
) { ) {
renderBody = false; renderBody = false;
@ -127,8 +126,7 @@ class _DinoBottomWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall} ///{@macro dino_top_wall}
_DinoBottomWall() _DinoBottomWall()
: super( : super(
// TODO(ruimiguel): set final priority when RenderPriority PR merged. priority: RenderPriority.dinoBottomWall,
priority: Ball.boardPriority + 1,
children: [_DinoBottomWallSpriteComponent()], children: [_DinoBottomWallSpriteComponent()],
) { ) {
renderBody = false; renderBody = false;

@ -1,42 +0,0 @@
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template flutter_sign_post}
/// A sign, found in the Flutter Forest.
/// {@endtemplate}
class FlutterSignPost extends BodyComponent with InitialPosition {
/// {@macro flutter_sign_post}
FlutterSignPost()
: super(
children: [_FlutterSignPostSpriteComponent()],
) {
renderBody = false;
}
@override
Body createBody() {
final shape = CircleShape()..radius = 0.25;
final fixtureDef = FixtureDef(shape);
final bodyDef = BodyDef(
position: initialPosition,
);
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
class _FlutterSignPostSpriteComponent extends SpriteComponent with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.flutterSignPost.keyName,
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.bottomCenter;
position = Vector2(0.65, 0.45);
}
}

@ -44,7 +44,7 @@ class _LaunchRampBase extends BodyComponent with InitialPosition, Layered {
/// {@macro launch_ramp_base} /// {@macro launch_ramp_base}
_LaunchRampBase() _LaunchRampBase()
: super( : super(
priority: Ball.launchRampPriority - 1, priority: RenderPriority.launchRamp,
children: [ children: [
_LaunchRampBackgroundRailingSpriteComponent(), _LaunchRampBackgroundRailingSpriteComponent(),
_LaunchRampBaseSpriteComponent(), _LaunchRampBaseSpriteComponent(),
@ -166,7 +166,7 @@ class _LaunchRampForegroundRailing extends BodyComponent with InitialPosition {
/// {@macro launch_ramp_foreground_railing} /// {@macro launch_ramp_foreground_railing}
_LaunchRampForegroundRailing() _LaunchRampForegroundRailing()
: super( : super(
priority: Ball.launchRampPriority + 1, priority: RenderPriority.launchRampForegroundRailing,
children: [_LaunchRampForegroundRailingSpriteComponent()], children: [_LaunchRampForegroundRailingSpriteComponent()],
) { ) {
renderBody = false; renderBody = false;
@ -265,8 +265,8 @@ class _LaunchRampExit extends LayerSensor {
insideLayer: Layer.launcher, insideLayer: Layer.launcher,
outsideLayer: Layer.board, outsideLayer: Layer.board,
orientation: LayerEntranceOrientation.down, orientation: LayerEntranceOrientation.down,
insidePriority: Ball.launchRampPriority, insidePriority: RenderPriority.ballOnLaunchRamp,
outsidePriority: 0, outsidePriority: RenderPriority.ballOnBoard,
) { ) {
layer = Layer.launcher; layer = Layer.launcher;
renderBody = false; renderBody = false;

@ -34,7 +34,7 @@ abstract class LayerSensor extends BodyComponent with InitialPosition, Layered {
}) : _insideLayer = insideLayer, }) : _insideLayer = insideLayer,
_outsideLayer = outsideLayer ?? Layer.board, _outsideLayer = outsideLayer ?? Layer.board,
_insidePriority = insidePriority, _insidePriority = insidePriority,
_outsidePriority = outsidePriority ?? Ball.boardPriority { _outsidePriority = outsidePriority ?? RenderPriority.ballOnBoard {
layer = Layer.opening; layer = Layer.opening;
} }
final Layer _insideLayer; final Layer _insideLayer;

@ -14,25 +14,49 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
required this.compressionDistance, required this.compressionDistance,
// TODO(ruimiguel): set to priority +1 over LaunchRamp once all priorities // TODO(ruimiguel): set to priority +1 over LaunchRamp once all priorities
// are fixed. // are fixed.
}) : super(priority: 0) { }) : super(priority: RenderPriority.plunger) {
layer = Layer.launcher; layer = Layer.launcher;
renderBody = false;
} }
/// Distance the plunger can lower. /// Distance the plunger can lower.
final double compressionDistance; final double compressionDistance;
late final _PlungerSpriteAnimationGroupComponent _spriteComponent;
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final leftShapeVertices = [
Vector2(0, 0),
Vector2(-1.8, 0),
Vector2(-1.8, -2.2),
Vector2(0, -0.3),
]..map((vector) => vector.rotate(BoardDimensions.perspectiveAngle))
.toList();
final leftTriangleShape = PolygonShape()..set(leftShapeVertices);
final leftTriangleFixtureDef = FixtureDef(leftTriangleShape)..density = 80;
fixturesDef.add(leftTriangleFixtureDef);
final rightShapeVertices = [
Vector2(0, 0),
Vector2(1.8, 0),
Vector2(1.8, -2.2),
Vector2(0, -0.3),
]..map((vector) => vector.rotate(BoardDimensions.perspectiveAngle))
.toList();
final rightTriangleShape = PolygonShape()..set(rightShapeVertices);
final rightTriangleFixtureDef = FixtureDef(rightTriangleShape)
..density = 80;
fixturesDef.add(rightTriangleFixtureDef);
return fixturesDef;
}
@override @override
Body createBody() { Body createBody() {
final shape = PolygonShape()
..setAsBox(
1.35,
0.5,
Vector2.zero(),
BoardDimensions.perspectiveAngle,
);
final fixtureDef = FixtureDef(shape)..density = 80;
final bodyDef = BodyDef( final bodyDef = BodyDef(
position: initialPosition, position: initialPosition,
userData: this, userData: this,
@ -40,12 +64,15 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
gravityScale: Vector2.zero(), gravityScale: Vector2.zero(),
); );
return world.createBody(bodyDef)..createFixture(fixtureDef); final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
} }
/// Set a constant downward velocity on the [Plunger]. /// Set a constant downward velocity on the [Plunger].
void pull() { void pull() {
body.linearVelocity = Vector2(0, 7); body.linearVelocity = Vector2(0, 7);
_spriteComponent.pull();
} }
/// Set an upward velocity on the [Plunger]. /// Set an upward velocity on the [Plunger].
@ -55,6 +82,7 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
void release() { void release() {
final velocity = (initialPosition.y - body.position.y) * 5; final velocity = (initialPosition.y - body.position.y) * 5;
body.linearVelocity = Vector2(0, velocity); body.linearVelocity = Vector2(0, velocity);
_spriteComponent.release();
} }
/// Anchors the [Plunger] to the [PrismaticJoint] that controls its vertical /// Anchors the [Plunger] to the [PrismaticJoint] that controls its vertical
@ -77,24 +105,84 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await _anchorToJoint(); await _anchorToJoint();
renderBody = false;
await add(_PlungerSpriteComponent()); _spriteComponent = _PlungerSpriteAnimationGroupComponent();
await add(_spriteComponent);
} }
} }
class _PlungerSpriteComponent extends SpriteComponent with HasGameRef { /// Animation states associated with a [Plunger].
enum _PlungerAnimationState {
/// Pull state.
pull,
/// Release state.
release,
}
/// Animations for pulling and releasing [Plunger].
class _PlungerSpriteAnimationGroupComponent
extends SpriteAnimationGroupComponent<_PlungerAnimationState>
with HasGameRef {
_PlungerSpriteAnimationGroupComponent()
: super(
anchor: Anchor.center,
position: Vector2(1.87, 14.9),
);
void pull() {
if (current != _PlungerAnimationState.pull) {
animation?.reset();
}
current = _PlungerAnimationState.pull;
}
void release() {
if (current != _PlungerAnimationState.release) {
animation?.reset();
}
current = _PlungerAnimationState.release;
}
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
final sprite = await gameRef.loadSprite(
final spriteSheet = await gameRef.images.load(
Assets.images.plunger.plunger.keyName, Assets.images.plunger.plunger.keyName,
); );
this.sprite = sprite; const amountPerRow = 20;
size = sprite.originalSize / 10; const amountPerColumn = 1;
anchor = Anchor.center;
position = Vector2(1.5, 13.4); final textureSize = Vector2(
angle = -0.008; spriteSheet.width / amountPerRow,
spriteSheet.height / amountPerColumn,
);
size = textureSize / 10;
// TODO(ruimiguel): we only need plunger pull animation, and release is just
// to reverse it, so we need to divide by 2 while we don't have only half of
// the animation (but amountPerRow and amountPerColumn needs to be correct
// in order of calculate textureSize correctly).
final pullAnimation = SpriteAnimation.fromFrameData(
spriteSheet,
SpriteAnimationData.sequenced(
amount: amountPerRow * amountPerColumn ~/ 2,
amountPerRow: amountPerRow ~/ 2,
stepTime: 1 / 24,
textureSize: textureSize,
texturePosition: Vector2.zero(),
loop: false,
),
);
animations = {
_PlungerAnimationState.release: pullAnimation.reversed(),
_PlungerAnimationState.pull: pullAnimation,
};
current = _PlungerAnimationState.release;
} }
} }

@ -0,0 +1,116 @@
// ignore_for_file: public_member_api_docs
import 'package:pinball_components/pinball_components.dart';
/// {@template render_priority}
/// Priorities for the component rendering order in the pinball game.
/// {@endtemplate}
// TODO(allisonryan0002): find alternative to section comments.
abstract class RenderPriority {
static const _base = 0;
static const _above = 1;
static const _below = -1;
// Ball
/// Render priority for the [Ball] while it's on the board.
static const int ballOnBoard = _base;
/// Render priority for the [Ball] while it's on the [SpaceshipRamp].
static const int ballOnSpaceshipRamp =
_above + spaceshipRampBackgroundRailing;
/// Render priority for the [Ball] while it's on the [Spaceship].
static const int ballOnSpaceship = _above + spaceshipSaucer;
/// Render priority for the [Ball] while it's on the [SpaceshipRail].
static const int ballOnSpaceshipRail = _below + spaceshipSaucer;
/// Render priority for the [Ball] while it's on the [LaunchRamp].
static const int ballOnLaunchRamp = _above + launchRamp;
// Background
// TODO(allisonryan0002): fix this magic priority. Could bump all priorities
// so there are no negatives.
static const int background = 3 * _below + _base;
// Boundaries
static const int bottomBoundary = _above + dinoBottomWall;
static const int outerBoudary = _above + background;
// Bottom Group
static const int bottomGroup = _above + ballOnBoard;
// Launcher
static const int launchRamp = _above + outerBoudary;
static const int launchRampForegroundRailing = _above + ballOnLaunchRamp;
static const int plunger = _above + launchRamp;
static const int rocket = _above + bottomBoundary;
// Dino Land
static const int dinoTopWall = _above + ballOnBoard;
static const int dino = _above + dinoTopWall;
static const int dinoBottomWall = _above + dino;
static const int slingshot = _above + ballOnBoard;
// Flutter Forest
static const int signpost = _above + launchRampForegroundRailing;
static const int dashBumper = _above + ballOnBoard;
static const int dashAnimatronic = _above + launchRampForegroundRailing;
// Sparky Fire Zone
static const int computerBase = _below + ballOnBoard;
static const int computerTop = _above + ballOnBoard;
static const int sparkyAnimatronic = _above + spaceshipRampForegroundRailing;
static const int sparkyBumper = _above + ballOnBoard;
static const int turboChargeFlame = _above + ballOnBoard;
// Android Spaceship
static const int spaceshipRail = _above + bottomGroup;
static const int spaceshipRailForeground = _above + spaceshipRail;
static const int spaceshipSaucer = _above + spaceshipRail;
static const int spaceshipSaucerWall = _above + spaceshipSaucer;
static const int androidHead = _above + spaceshipSaucer;
static const int spaceshipRamp = _above + ballOnBoard;
static const int spaceshipRampBackgroundRailing = _above + spaceshipRamp;
static const int spaceshipRampArrow = _above + spaceshipRamp;
static const int spaceshipRampForegroundRailing =
_above + ballOnSpaceshipRamp;
static const int spaceshipRampBoardOpening = _below + ballOnBoard;
static const int alienBumper = _above + ballOnBoard;
// Score Text
static const int scoreText = _above + spaceshipRampForegroundRailing;
}

@ -9,7 +9,7 @@ class RocketSpriteComponent extends SpriteComponent with HasGameRef {
// TODO(ruimiguel): change this priority to be over launcher ramp and bottom // TODO(ruimiguel): change this priority to be over launcher ramp and bottom
// wall. // wall.
/// {@macro rocket_sprite_component} /// {@macro rocket_sprite_component}
RocketSpriteComponent() : super(priority: 5); RocketSpriteComponent() : super(priority: RenderPriority.rocket);
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {

@ -18,7 +18,7 @@ class ScoreText extends TextComponent {
text: text, text: text,
position: position, position: position,
anchor: Anchor.center, anchor: Anchor.center,
priority: Ball.spaceshipRampPriority + 1, priority: RenderPriority.scoreText,
); );
late final Effect _effect; late final Effect _effect;

@ -0,0 +1,99 @@
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball_components/pinball_components.dart';
/// Represents the [Signpost]'s current [Sprite] state.
@visibleForTesting
enum SignpostSpriteState {
/// Signpost with no active dashes.
inactive,
/// Signpost with a single sign of active dashes.
active1,
/// Signpost with two signs of active dashes.
active2,
/// Signpost with all signs of active dashes.
active3,
}
extension on SignpostSpriteState {
String get path {
switch (this) {
case SignpostSpriteState.inactive:
return Assets.images.signpost.inactive.keyName;
case SignpostSpriteState.active1:
return Assets.images.signpost.active1.keyName;
case SignpostSpriteState.active2:
return Assets.images.signpost.active2.keyName;
case SignpostSpriteState.active3:
return Assets.images.signpost.active3.keyName;
}
}
SignpostSpriteState get next {
return SignpostSpriteState
.values[(index + 1) % SignpostSpriteState.values.length];
}
}
/// {@template signpost}
/// A sign, found in the Flutter Forest.
///
/// Lights up a new sign whenever all three [DashNestBumper]s are hit.
/// {@endtemplate}
class Signpost extends BodyComponent with InitialPosition {
/// {@macro signpost}
Signpost()
: super(
priority: RenderPriority.signpost,
children: [_SignpostSpriteComponent()],
) {
renderBody = false;
}
/// Forwards the sprite to the next [SignpostSpriteState].
///
/// If the current state is the last one it cycles back to the initial state.
void progress() => firstChild<_SignpostSpriteComponent>()!.progress();
@override
Body createBody() {
final shape = CircleShape()..radius = 0.25;
final fixtureDef = FixtureDef(shape);
final bodyDef = BodyDef(
position: initialPosition,
);
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
class _SignpostSpriteComponent extends SpriteGroupComponent<SignpostSpriteState>
with HasGameRef {
_SignpostSpriteComponent()
: super(
anchor: Anchor.bottomCenter,
position: Vector2(0.65, 0.45),
);
void progress() => current = current?.next;
@override
Future<void> onLoad() async {
await super.onLoad();
final sprites = <SignpostSpriteState, Sprite>{};
this.sprites = sprites;
for (final spriteState in SignpostSpriteState.values) {
sprites[spriteState] = Sprite(
gameRef.images.fromCache(spriteState.path),
);
}
current = SignpostSpriteState.inactive;
size = sprites[current]!.originalSize / 10;
}
}

@ -43,7 +43,7 @@ class Slingshot extends BodyComponent with InitialPosition {
}) : _length = length, }) : _length = length,
_angle = angle, _angle = angle,
super( super(
priority: 1, priority: RenderPriority.slingshot,
children: [_SlinghsotSpriteComponent(spritePath, angle: angle)], children: [_SlinghsotSpriteComponent(spritePath, angle: angle)],
) { ) {
renderBody = false; renderBody = false;

@ -35,9 +35,12 @@ class Spaceship extends Forge2DBlueprint {
AndroidHead()..initialPosition = position, AndroidHead()..initialPosition = position,
_SpaceshipHole( _SpaceshipHole(
outsideLayer: Layer.spaceshipExitRail, outsideLayer: Layer.spaceshipExitRail,
outsidePriority: Ball.spaceshipRailPriority, outsidePriority: RenderPriority.ballOnSpaceshipRail,
)..initialPosition = position - Vector2(5.2, -4.8), )..initialPosition = position - Vector2(5.2, -4.8),
_SpaceshipHole()..initialPosition = position - Vector2(-7.2, -0.8), _SpaceshipHole(
outsideLayer: Layer.board,
outsidePriority: RenderPriority.ballOnBoard,
)..initialPosition = position - Vector2(-7.2, -0.8),
SpaceshipWall()..initialPosition = position, SpaceshipWall()..initialPosition = position,
]); ]);
} }
@ -48,7 +51,7 @@ class Spaceship extends Forge2DBlueprint {
/// {@endtemplate} /// {@endtemplate}
class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered { class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_saucer} /// {@macro spaceship_saucer}
SpaceshipSaucer() : super(priority: Ball.spaceshipPriority - 1) { SpaceshipSaucer() : super(priority: RenderPriority.spaceshipSaucer) {
layer = Layer.spaceship; layer = Layer.spaceship;
} }
@ -94,7 +97,7 @@ class AndroidHead extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_bridge} /// {@macro spaceship_bridge}
AndroidHead() AndroidHead()
: super( : super(
priority: Ball.spaceshipPriority + 1, priority: RenderPriority.androidHead,
children: [_AndroidHeadSpriteAnimation()], children: [_AndroidHeadSpriteAnimation()],
) { ) {
layer = Layer.spaceship; layer = Layer.spaceship;
@ -151,7 +154,7 @@ class _SpaceshipEntrance extends LayerSensor {
: super( : super(
insideLayer: Layer.spaceship, insideLayer: Layer.spaceship,
orientation: LayerEntranceOrientation.up, orientation: LayerEntranceOrientation.up,
insidePriority: Ball.spaceshipPriority, insidePriority: RenderPriority.ballOnSpaceship,
) { ) {
layer = Layer.spaceship; layer = Layer.spaceship;
} }
@ -175,12 +178,12 @@ class _SpaceshipEntrance extends LayerSensor {
} }
class _SpaceshipHole extends LayerSensor { class _SpaceshipHole extends LayerSensor {
_SpaceshipHole({Layer? outsideLayer, int? outsidePriority = 1}) _SpaceshipHole({required Layer outsideLayer, required int outsidePriority})
: super( : super(
insideLayer: Layer.spaceship, insideLayer: Layer.spaceship,
outsideLayer: outsideLayer, outsideLayer: outsideLayer,
orientation: LayerEntranceOrientation.down, orientation: LayerEntranceOrientation.down,
insidePriority: 4, insidePriority: RenderPriority.ballOnSpaceship,
outsidePriority: outsidePriority, outsidePriority: outsidePriority,
) { ) {
renderBody = false; renderBody = false;
@ -231,7 +234,7 @@ class _SpaceshipWallShape extends ChainShape {
/// {@endtemplate} /// {@endtemplate}
class SpaceshipWall extends BodyComponent with InitialPosition, Layered { class SpaceshipWall extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_wall} /// {@macro spaceship_wall}
SpaceshipWall() : super(priority: Ball.spaceshipPriority + 1) { SpaceshipWall() : super(priority: RenderPriority.spaceshipSaucerWall) {
layer = Layer.spaceship; layer = Layer.spaceship;
} }

@ -41,10 +41,7 @@ class SpaceshipRail extends Forge2DBlueprint {
/// Represents the spaceship drop rail from the [Spaceship]. /// Represents the spaceship drop rail from the [Spaceship].
class _SpaceshipRailRamp extends BodyComponent with InitialPosition, Layered { class _SpaceshipRailRamp extends BodyComponent with InitialPosition, Layered {
_SpaceshipRailRamp() _SpaceshipRailRamp() : super(priority: RenderPriority.spaceshipRail) {
: super(
priority: Ball.spaceshipRailPriority - 1,
) {
layer = Layer.spaceshipExitRail; layer = Layer.spaceshipExitRail;
} }
@ -160,7 +157,8 @@ class _SpaceshipRailRampSpriteComponent extends SpriteComponent
} }
class _SpaceshipRailForeground extends SpriteComponent with HasGameRef { class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
_SpaceshipRailForeground() : super(priority: Ball.spaceshipRailPriority + 1); _SpaceshipRailForeground()
: super(priority: RenderPriority.spaceshipRailForeground);
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
@ -177,13 +175,9 @@ class _SpaceshipRailForeground extends SpriteComponent with HasGameRef {
} }
/// Represents the ground bases of the [_SpaceshipRailRamp]. /// Represents the ground bases of the [_SpaceshipRailRamp].
class _SpaceshipRailBase extends BodyComponent with InitialPosition, Layered { class _SpaceshipRailBase extends BodyComponent with InitialPosition {
_SpaceshipRailBase({required this.radius}) _SpaceshipRailBase({required this.radius}) {
: super(
priority: Ball.spaceshipRailPriority + 1,
) {
renderBody = false; renderBody = false;
layer = Layer.board;
} }
final double radius; final double radius;
@ -206,7 +200,7 @@ class _SpaceshipRailExit extends LayerSensor {
: super( : super(
orientation: LayerEntranceOrientation.down, orientation: LayerEntranceOrientation.down,
insideLayer: Layer.spaceshipExitRail, insideLayer: Layer.spaceshipExitRail,
insidePriority: Ball.spaceshipRailPriority, insidePriority: RenderPriority.ballOnSpaceshipRail,
) { ) {
renderBody = false; renderBody = false;
layer = Layer.spaceshipExitRail; layer = Layer.spaceshipExitRail;

@ -4,6 +4,7 @@ import 'dart:math' as math;
import 'package:flame/components.dart'; import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball_components/gen/assets.gen.dart'; import 'package:pinball_components/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets; import 'package:pinball_components/pinball_components.dart' hide Assets;
import 'package:pinball_flame/pinball_flame.dart'; import 'package:pinball_flame/pinball_flame.dart';
@ -15,6 +16,15 @@ class SpaceshipRamp extends Forge2DBlueprint {
/// {@macro spaceship_ramp} /// {@macro spaceship_ramp}
SpaceshipRamp(); SpaceshipRamp();
/// [SpriteGroupComponent] representing the arrow that lights up.
@visibleForTesting
late final SpaceshipRampArrowSpriteComponent spaceshipRampArrow;
/// Forwards the sprite to the next [SpaceshipRampArrowSpriteState].
///
/// If the current state is the last one it cycles back to the initial state.
void progress() => spaceshipRampArrow.progress();
@override @override
void build(_) { void build(_) {
addAllContactCallback([ addAllContactCallback([
@ -22,22 +32,23 @@ class SpaceshipRamp extends Forge2DBlueprint {
]); ]);
final rightOpening = _SpaceshipRampOpening( final rightOpening = _SpaceshipRampOpening(
// TODO(ruimiguel): set Board priority when defined. outsidePriority: RenderPriority.ballOnBoard,
outsidePriority: 1, rotation: -5 * math.pi / 180,
rotation: math.pi,
) )
..initialPosition = Vector2(1.7, -19.8) ..initialPosition = Vector2(1.7, -19.12)
..layer = Layer.opening; ..layer = Layer.opening;
final leftOpening = _SpaceshipRampOpening( final leftOpening = _SpaceshipRampOpening(
outsideLayer: Layer.spaceship, outsideLayer: Layer.spaceship,
outsidePriority: Ball.spaceshipPriority, outsidePriority: RenderPriority.ballOnSpaceship,
rotation: math.pi, rotation: -5 * math.pi / 180,
) )
..initialPosition = Vector2(-13.7, -18.6) ..initialPosition = Vector2(-13.7, -19)
..layer = Layer.spaceshipEntranceRamp; ..layer = Layer.spaceshipEntranceRamp;
final spaceshipRamp = _SpaceshipRampBackground(); final spaceshipRamp = _SpaceshipRampBackground();
spaceshipRampArrow = SpaceshipRampArrowSpriteComponent();
final spaceshipRampBoardOpeningSprite = final spaceshipRampBoardOpeningSprite =
_SpaceshipRampBoardOpeningSpriteComponent() _SpaceshipRampBoardOpeningSpriteComponent()
..position = Vector2(3.4, -39.5); ..position = Vector2(3.4, -39.5);
@ -51,16 +62,71 @@ class SpaceshipRamp extends Forge2DBlueprint {
rightOpening, rightOpening,
leftOpening, leftOpening,
baseRight, baseRight,
_SpaceshipRampBackgroundRailingSpriteComponent(),
spaceshipRamp, spaceshipRamp,
spaceshipRampArrow,
spaceshipRampForegroundRailing, spaceshipRampForegroundRailing,
]); ]);
} }
} }
/// Indicates the state of the arrow on the [SpaceshipRamp].
@visibleForTesting
enum SpaceshipRampArrowSpriteState {
/// Arrow with no dashes lit up.
inactive,
/// Arrow with 1 light lit up.
active1,
/// Arrow with 2 lights lit up.
active2,
/// Arrow with 3 lights lit up.
active3,
/// Arrow with 4 lights lit up.
active4,
/// Arrow with all 5 lights lit up.
active5,
}
extension on SpaceshipRampArrowSpriteState {
String get path {
switch (this) {
case SpaceshipRampArrowSpriteState.inactive:
return Assets.images.spaceship.ramp.arrow.inactive.keyName;
case SpaceshipRampArrowSpriteState.active1:
return Assets.images.spaceship.ramp.arrow.active1.keyName;
case SpaceshipRampArrowSpriteState.active2:
return Assets.images.spaceship.ramp.arrow.active2.keyName;
case SpaceshipRampArrowSpriteState.active3:
return Assets.images.spaceship.ramp.arrow.active3.keyName;
case SpaceshipRampArrowSpriteState.active4:
return Assets.images.spaceship.ramp.arrow.active4.keyName;
case SpaceshipRampArrowSpriteState.active5:
return Assets.images.spaceship.ramp.arrow.active5.keyName;
}
}
SpaceshipRampArrowSpriteState get next {
return SpaceshipRampArrowSpriteState
.values[(index + 1) % SpaceshipRampArrowSpriteState.values.length];
}
}
class _SpaceshipRampBackground extends BodyComponent class _SpaceshipRampBackground extends BodyComponent
with InitialPosition, Layered { with InitialPosition, Layered {
_SpaceshipRampBackground() : super(priority: Ball.spaceshipRampPriority - 1) { _SpaceshipRampBackground()
: super(
priority: RenderPriority.spaceshipRamp,
children: [
_SpaceshipRampBackgroundRampSpriteComponent(),
],
) {
layer = Layer.spaceshipEntranceRamp; layer = Layer.spaceshipEntranceRamp;
renderBody = false;
} }
/// Width between walls of the ramp. /// Width between walls of the ramp.
@ -112,29 +178,26 @@ class _SpaceshipRampBackground extends BodyComponent
return body; return body;
} }
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await add(_SpaceshipRampBackgroundRampSpriteComponent());
await add(_SpaceshipRampBackgroundRailingSpriteComponent());
}
} }
class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
with HasGameRef { with HasGameRef {
_SpaceshipRampBackgroundRailingSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-11.7, -54.3),
priority: RenderPriority.spaceshipRampBackgroundRailing,
);
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
final sprite = await gameRef.loadSprite( final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.railingBackground.keyName, Assets.images.spaceship.ramp.railingBackground.keyName,
),
); );
this.sprite = sprite; this.sprite = sprite;
size = sprite.originalSize / 10; size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-11.7, -54.3);
} }
} }
@ -143,13 +206,50 @@ class _SpaceshipRampBackgroundRampSpriteComponent extends SpriteComponent
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
final sprite = await gameRef.loadSprite( final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.main.keyName, Assets.images.spaceship.ramp.main.keyName,
),
); );
this.sprite = sprite; this.sprite = sprite;
size = sprite.originalSize / 10; size = sprite.originalSize / 10;
anchor = Anchor.center; anchor = Anchor.center;
position = Vector2(-11.7, -53.6); position = Vector2(-10.7, -53.6);
}
}
/// {@template spaceship_ramp_arrow_sprite_component}
/// An arrow inside [SpaceshipRamp].
///
/// Lights up a each dash whenever a [Ball] gets into [SpaceshipRamp].
/// {@endtemplate}
class SpaceshipRampArrowSpriteComponent
extends SpriteGroupComponent<SpaceshipRampArrowSpriteState>
with HasGameRef {
/// {@macro spaceship_ramp_arrow_sprite_component}
SpaceshipRampArrowSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-3.9, -56.5),
priority: RenderPriority.spaceshipRampArrow,
);
/// Changes arrow image to the next [Sprite].
void progress() => current = current?.next;
@override
Future<void> onLoad() async {
await super.onLoad();
final sprites = <SpaceshipRampArrowSpriteState, Sprite>{};
this.sprites = sprites;
for (final spriteState in SpaceshipRampArrowSpriteState.values) {
sprites[spriteState] = Sprite(
gameRef.images.fromCache(spriteState.path),
);
}
current = SpaceshipRampArrowSpriteState.inactive;
size = sprites[current]!.originalSize / 10;
} }
} }
@ -158,8 +258,10 @@ class _SpaceshipRampBoardOpeningSpriteComponent extends SpriteComponent
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
final sprite = await gameRef.loadSprite( final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.boardOpening.keyName, Assets.images.spaceship.ramp.boardOpening.keyName,
),
); );
this.sprite = sprite; this.sprite = sprite;
size = sprite.originalSize / 10; size = sprite.originalSize / 10;
@ -171,7 +273,7 @@ class _SpaceshipRampForegroundRailing extends BodyComponent
with InitialPosition, Layered { with InitialPosition, Layered {
_SpaceshipRampForegroundRailing() _SpaceshipRampForegroundRailing()
: super( : super(
priority: Ball.spaceshipRampPriority + 1, priority: RenderPriority.spaceshipRampForegroundRailing,
children: [_SpaceshipRampForegroundRailingSpriteComponent()], children: [_SpaceshipRampForegroundRailingSpriteComponent()],
) { ) {
layer = Layer.spaceshipEntranceRamp; layer = Layer.spaceshipEntranceRamp;
@ -230,16 +332,22 @@ class _SpaceshipRampForegroundRailing extends BodyComponent
class _SpaceshipRampForegroundRailingSpriteComponent extends SpriteComponent class _SpaceshipRampForegroundRailingSpriteComponent extends SpriteComponent
with HasGameRef { with HasGameRef {
_SpaceshipRampForegroundRailingSpriteComponent()
: super(
anchor: Anchor.center,
position: Vector2(-12.3, -52.5),
);
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
final sprite = await gameRef.loadSprite( final sprite = Sprite(
gameRef.images.fromCache(
Assets.images.spaceship.ramp.railingForeground.keyName, Assets.images.spaceship.ramp.railingForeground.keyName,
),
); );
this.sprite = sprite; this.sprite = sprite;
size = sprite.originalSize / 10; size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-12.3, -52.5);
} }
} }
@ -287,7 +395,7 @@ class _SpaceshipRampOpening extends LayerSensor {
insideLayer: Layer.spaceshipEntranceRamp, insideLayer: Layer.spaceshipEntranceRamp,
outsideLayer: outsideLayer, outsideLayer: outsideLayer,
orientation: LayerEntranceOrientation.down, orientation: LayerEntranceOrientation.down,
insidePriority: Ball.spaceshipRampPriority, insidePriority: RenderPriority.ballOnSpaceshipRamp,
outsidePriority: outsidePriority, outsidePriority: outsidePriority,
) { ) {
renderBody = false; renderBody = false;

@ -2,37 +2,43 @@ import 'dart:math' as math;
import 'package:flame/components.dart'; import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball_components/pinball_components.dart'; import 'package:pinball_components/pinball_components.dart';
/// {@template sparky_bumper} /// {@template sparky_bumper}
/// Bumper for Sparky area. /// Bumper for Sparky area.
/// {@endtemplate} /// {@endtemplate}
// TODO(ruimiguel): refactor later to unify with DashBumpers.
class SparkyBumper extends BodyComponent with InitialPosition { class SparkyBumper extends BodyComponent with InitialPosition {
/// {@macro sparky_bumper} /// {@macro sparky_bumper}
SparkyBumper._({ SparkyBumper._({
required double majorRadius, required double majorRadius,
required double minorRadius, required double minorRadius,
required String activeAssetPath, required String onAssetPath,
required String inactiveAssetPath, required String offAssetPath,
required SpriteComponent spriteComponent, required Vector2 spritePosition,
}) : _majorRadius = majorRadius, }) : _majorRadius = majorRadius,
_minorRadius = minorRadius, _minorRadius = minorRadius,
_activeAssetPath = activeAssetPath, super(
_inactiveAssetPath = inactiveAssetPath, priority: RenderPriority.sparkyBumper,
_spriteComponent = spriteComponent; children: [
_SparkyBumperSpriteGroupComponent(
onAssetPath: onAssetPath,
offAssetPath: offAssetPath,
position: spritePosition,
),
],
) {
renderBody = false;
}
/// {@macro sparky_bumper} /// {@macro sparky_bumper}
SparkyBumper.a() SparkyBumper.a()
: this._( : this._(
majorRadius: 2.9, majorRadius: 2.9,
minorRadius: 2.1, minorRadius: 2.1,
activeAssetPath: Assets.images.sparky.bumper.a.active.keyName, onAssetPath: Assets.images.sparky.bumper.a.active.keyName,
inactiveAssetPath: Assets.images.sparky.bumper.a.inactive.keyName, offAssetPath: Assets.images.sparky.bumper.a.inactive.keyName,
spriteComponent: SpriteComponent( spritePosition: Vector2(0, -0.25),
anchor: Anchor.center,
position: Vector2(0, -0.25),
),
); );
/// {@macro sparky_bumper} /// {@macro sparky_bumper}
@ -40,12 +46,9 @@ class SparkyBumper extends BodyComponent with InitialPosition {
: this._( : this._(
majorRadius: 2.85, majorRadius: 2.85,
minorRadius: 2, minorRadius: 2,
activeAssetPath: Assets.images.sparky.bumper.b.active.keyName, onAssetPath: Assets.images.sparky.bumper.b.active.keyName,
inactiveAssetPath: Assets.images.sparky.bumper.b.inactive.keyName, offAssetPath: Assets.images.sparky.bumper.b.inactive.keyName,
spriteComponent: SpriteComponent( spritePosition: Vector2(0, -0.35),
anchor: Anchor.center,
position: Vector2(0, -0.35),
),
); );
/// {@macro sparky_bumper} /// {@macro sparky_bumper}
@ -53,33 +56,13 @@ class SparkyBumper extends BodyComponent with InitialPosition {
: this._( : this._(
majorRadius: 3, majorRadius: 3,
minorRadius: 2.2, minorRadius: 2.2,
activeAssetPath: Assets.images.sparky.bumper.c.active.keyName, onAssetPath: Assets.images.sparky.bumper.c.active.keyName,
inactiveAssetPath: Assets.images.sparky.bumper.c.inactive.keyName, offAssetPath: Assets.images.sparky.bumper.c.inactive.keyName,
spriteComponent: SpriteComponent( spritePosition: Vector2(0, -0.4),
anchor: Anchor.center,
position: Vector2(0, -0.4),
),
); );
final double _majorRadius; final double _majorRadius;
final double _minorRadius; final double _minorRadius;
final String _activeAssetPath;
late final Sprite _activeSprite;
final String _inactiveAssetPath;
late final Sprite _inactiveSprite;
final SpriteComponent _spriteComponent;
@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);
}
@override @override
Body createBody() { Body createBody() {
@ -101,25 +84,53 @@ class SparkyBumper extends BodyComponent with InitialPosition {
return world.createBody(bodyDef)..createFixture(fixtureDef); return world.createBody(bodyDef)..createFixture(fixtureDef);
} }
Future<void> _loadSprites() async { /// Animates the [DashNestBumper].
// TODO(alestiago): I think ideally we would like to do: Future<void> animate() async {
// Sprite(path).load so we don't require to store the activeAssetPath and final spriteGroupComponent = firstChild<_SparkyBumperSpriteGroupComponent>()
// the inactive assetPath. ?..current = SparkyBumperSpriteState.inactive;
_inactiveSprite = await gameRef.loadSprite(_inactiveAssetPath); await Future<void>.delayed(const Duration(milliseconds: 50));
_activeSprite = await gameRef.loadSprite(_activeAssetPath); spriteGroupComponent?.current = SparkyBumperSpriteState.active;
} }
}
/// Activates the [DashNestBumper]. /// Indicates the [SparkyBumper]'s current sprite state.
void activate() { @visibleForTesting
_spriteComponent enum SparkyBumperSpriteState {
..sprite = _activeSprite /// A lit up bumper.
..size = _activeSprite.originalSize / 10; active,
}
/// A dimmed bumper.
inactive,
}
class _SparkyBumperSpriteGroupComponent
extends SpriteGroupComponent<SparkyBumperSpriteState> with HasGameRef {
_SparkyBumperSpriteGroupComponent({
required String onAssetPath,
required String offAssetPath,
required Vector2 position,
}) : _onAssetPath = onAssetPath,
_offAssetPath = offAssetPath,
super(
anchor: Anchor.center,
position: position,
);
final String _onAssetPath;
final String _offAssetPath;
@override
Future<void> onLoad() async {
await super.onLoad();
final sprites = {
SparkyBumperSpriteState.active:
Sprite(gameRef.images.fromCache(_onAssetPath)),
SparkyBumperSpriteState.inactive:
Sprite(gameRef.images.fromCache(_offAssetPath)),
};
this.sprites = sprites;
/// Deactivates the [DashNestBumper]. current = SparkyBumperSpriteState.active;
void deactivate() { size = sprites[current]!.originalSize / 10;
_spriteComponent
..sprite = _inactiveSprite
..size = _inactiveSprite.originalSize / 10;
} }
} }

@ -23,7 +23,7 @@ class SparkyComputer extends Forge2DBlueprint {
} }
class _ComputerBase extends BodyComponent with InitialPosition { class _ComputerBase extends BodyComponent with InitialPosition {
_ComputerBase(); _ComputerBase() : super(priority: RenderPriority.computerBase);
List<FixtureDef> _createFixtureDefs() { List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[]; final fixturesDef = <FixtureDef>[];
@ -101,7 +101,7 @@ class _ComputerTopSpriteComponent extends SpriteComponent with HasGameRef {
: super( : super(
anchor: Anchor.center, anchor: Anchor.center,
position: Vector2(-12.45, -49.75), position: Vector2(-12.45, -49.75),
priority: 1, priority: RenderPriority.computerTop,
); );
@override @override

@ -52,6 +52,7 @@ flutter:
- assets/images/spaceship/ - assets/images/spaceship/
- assets/images/spaceship/rail/ - assets/images/spaceship/rail/
- assets/images/spaceship/ramp/ - assets/images/spaceship/ramp/
- assets/images/spaceship/ramp/arrow/
- assets/images/chrome_dino/ - assets/images/chrome_dino/
- assets/images/kicker/ - assets/images/kicker/
- assets/images/plunger/ - assets/images/plunger/
@ -64,6 +65,7 @@ flutter:
- assets/images/sparky/bumper/c/ - assets/images/sparky/bumper/c/
- assets/images/backboard/ - assets/images/backboard/
- assets/images/google_word/ - assets/images/google_word/
- assets/images/signpost/
flutter_gen: flutter_gen:
line_length: 80 line_length: 80

@ -17,6 +17,11 @@ class AlienBumperAGame extends BasicBallGame {
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await images.loadAll([
Assets.images.alienBumper.a.active.keyName,
Assets.images.alienBumper.a.inactive.keyName,
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2); final center = screenToWorld(camera.viewport.canvasSize! / 2);
final alienBumperA = AlienBumper.a() final alienBumperA = AlienBumper.a()
..initialPosition = Vector2(center.x - 20, center.y - 20) ..initialPosition = Vector2(center.x - 20, center.y - 20)

@ -17,6 +17,11 @@ class AlienBumperBGame extends BasicBallGame {
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await images.loadAll([
Assets.images.alienBumper.b.active.keyName,
Assets.images.alienBumper.b.inactive.keyName,
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2); final center = screenToWorld(camera.viewport.canvasSize! / 2);
final alienBumperB = AlienBumper.b() final alienBumperB = AlienBumper.b()
..initialPosition = Vector2(center.x - 10, center.y + 10) ..initialPosition = Vector2(center.x - 10, center.y + 10)

@ -15,9 +15,14 @@ class BigDashNestBumperGame extends BasicBallGame with Traceable {
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await images.loadAll([
Assets.images.dash.bumper.main.active.keyName,
Assets.images.dash.bumper.main.inactive.keyName,
]);
camera.followVector2(Vector2.zero()); camera.followVector2(Vector2.zero());
await add(BigDashNestBumper()..priority = 1); await add(DashNestBumper.main()..priority = 1);
await traceAllBodies();
await traceAllBodies(); await traceAllBodies();
} }
} }

@ -1,22 +0,0 @@
import 'dart:async';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
import 'package:sandbox/common/common.dart';
import 'package:sandbox/stories/ball/basic_ball_game.dart';
class FlutterSignPostGame extends BasicBallGame with Traceable {
static const info = '''
Shows how a FlutterSignPost is rendered.
- Activate the "trace" parameter to overlay the body.
''';
@override
Future<void> onLoad() async {
await super.onLoad();
camera.followVector2(Vector2.zero());
await add(FlutterSignPost()..priority = 1);
await traceAllBodies();
}
}

@ -0,0 +1,37 @@
import 'dart:async';
import 'package:flame/input.dart';
import 'package:pinball_components/pinball_components.dart';
import 'package:sandbox/common/common.dart';
import 'package:sandbox/stories/ball/basic_ball_game.dart';
class SignpostGame extends BasicBallGame with Traceable, TapDetector {
static const info = '''
Shows how a Signpost is rendered.
- Activate the "trace" parameter to overlay the body.
- Tap to progress the sprite.
''';
@override
Future<void> onLoad() async {
await super.onLoad();
await images.loadAll([
Assets.images.signpost.inactive.keyName,
Assets.images.signpost.active1.keyName,
Assets.images.signpost.active2.keyName,
Assets.images.signpost.active3.keyName,
]);
camera.followVector2(Vector2.zero());
await add(Signpost());
await traceAllBodies();
}
@override
void onTap() {
super.onTap();
firstChild<Signpost>()!.progress();
}
}

@ -15,9 +15,14 @@ class SmallDashNestBumperAGame extends BasicBallGame with Traceable {
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await images.loadAll([
Assets.images.dash.bumper.a.active.keyName,
Assets.images.dash.bumper.a.inactive.keyName,
]);
camera.followVector2(Vector2.zero()); camera.followVector2(Vector2.zero());
await add(SmallDashNestBumper.a()..priority = 1); await add(DashNestBumper.a()..priority = 1);
await traceAllBodies();
await traceAllBodies(); await traceAllBodies();
} }
} }

@ -15,9 +15,14 @@ class SmallDashNestBumperBGame extends BasicBallGame with Traceable {
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await images.loadAll([
Assets.images.dash.bumper.b.active.keyName,
Assets.images.dash.bumper.b.inactive.keyName,
]);
camera.followVector2(Vector2.zero()); camera.followVector2(Vector2.zero());
await add(SmallDashNestBumper.b()..priority = 1); await add(DashNestBumper.b()..priority = 1);
await traceAllBodies();
await traceAllBodies(); await traceAllBodies();
} }
} }

@ -2,20 +2,19 @@ import 'package:dashbook/dashbook.dart';
import 'package:flame/game.dart'; import 'package:flame/game.dart';
import 'package:sandbox/common/common.dart'; import 'package:sandbox/common/common.dart';
import 'package:sandbox/stories/flutter_forest/big_dash_nest_bumper_game.dart'; import 'package:sandbox/stories/flutter_forest/big_dash_nest_bumper_game.dart';
import 'package:sandbox/stories/flutter_forest/flutter_sign_post_game.dart'; import 'package:sandbox/stories/flutter_forest/signpost_game.dart';
import 'package:sandbox/stories/flutter_forest/small_dash_nest_bumper_a_game.dart'; import 'package:sandbox/stories/flutter_forest/small_dash_nest_bumper_a_game.dart';
import 'package:sandbox/stories/flutter_forest/small_dash_nest_bumper_b_game.dart'; import 'package:sandbox/stories/flutter_forest/small_dash_nest_bumper_b_game.dart';
void addDashNestBumperStories(Dashbook dashbook) { void addDashNestBumperStories(Dashbook dashbook) {
dashbook.storiesOf('Flutter Forest') dashbook.storiesOf('Flutter Forest')
..add( ..add(
'Flutter Sign Post', 'Signpost',
(context) => GameWidget( (context) => GameWidget(
game: FlutterSignPostGame() game: SignpostGame()..trace = context.boolProperty('Trace', true),
..trace = context.boolProperty('Trace', true),
), ),
codeLink: buildSourceLink('flutter_forest/flutter_sign_post.dart'), codeLink: buildSourceLink('flutter_forest/signpost.dart'),
info: FlutterSignPostGame.info, info: SignpostGame.info,
) )
..add( ..add(
'Big Dash Nest Bumper', 'Big Dash Nest Bumper',

@ -10,7 +10,7 @@ class LaunchRampGame extends BasicBallGame {
LaunchRampGame() LaunchRampGame()
: super( : super(
color: Colors.blue, color: Colors.blue,
ballPriority: Ball.launchRampPriority, ballPriority: RenderPriority.ballOnLaunchRamp,
ballLayer: Layer.launcher, ballLayer: Layer.launcher,
); );

@ -10,7 +10,7 @@ class SpaceshipRailGame extends BasicBallGame {
SpaceshipRailGame() SpaceshipRailGame()
: super( : super(
color: Colors.blue, color: Colors.blue,
ballPriority: Ball.spaceshipRailPriority, ballPriority: RenderPriority.ballOnSpaceshipRail,
ballLayer: Layer.spaceshipExitRail, ballLayer: Layer.spaceshipExitRail,
); );

@ -2,15 +2,16 @@ import 'dart:async';
import 'package:flame/input.dart'; import 'package:flame/input.dart';
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:pinball_components/pinball_components.dart'; import 'package:pinball_components/pinball_components.dart';
import 'package:pinball_flame/pinball_flame.dart'; import 'package:pinball_flame/pinball_flame.dart';
import 'package:sandbox/stories/ball/basic_ball_game.dart'; import 'package:sandbox/stories/ball/basic_ball_game.dart';
class SpaceshipRampGame extends BasicBallGame { class SpaceshipRampGame extends BasicBallGame with KeyboardEvents {
SpaceshipRampGame() SpaceshipRampGame()
: super( : super(
color: Colors.blue, color: Colors.blue,
ballPriority: Ball.spaceshipRampPriority, ballPriority: RenderPriority.ballOnSpaceshipRamp,
ballLayer: Layer.spaceshipEntranceRamp, ballLayer: Layer.spaceshipEntranceRamp,
); );
@ -19,13 +20,45 @@ class SpaceshipRampGame extends BasicBallGame {
- Activate the "trace" parameter to overlay the body. - Activate the "trace" parameter to overlay the body.
- Tap anywhere on the screen to spawn a ball into the game. - Tap anywhere on the screen to spawn a ball into the game.
- Press space to progress arrow sprites.
'''; ''';
late final SpaceshipRamp _spaceshipRamp;
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await addFromBlueprint(SpaceshipRamp());
await images.loadAll([
Assets.images.spaceship.ramp.railingBackground.keyName,
Assets.images.spaceship.ramp.main.keyName,
Assets.images.spaceship.ramp.boardOpening.keyName,
Assets.images.spaceship.ramp.railingForeground.keyName,
Assets.images.spaceship.ramp.arrow.inactive.keyName,
Assets.images.spaceship.ramp.arrow.active1.keyName,
Assets.images.spaceship.ramp.arrow.active2.keyName,
Assets.images.spaceship.ramp.arrow.active3.keyName,
Assets.images.spaceship.ramp.arrow.active4.keyName,
Assets.images.spaceship.ramp.arrow.active5.keyName,
]);
_spaceshipRamp = SpaceshipRamp();
await addFromBlueprint(_spaceshipRamp);
camera.followVector2(Vector2(-12, -50)); camera.followVector2(Vector2(-12, -50));
await traceAllBodies(); await traceAllBodies();
} }
@override
KeyEventResult onKeyEvent(
RawKeyEvent event,
Set<LogicalKeyboardKey> keysPressed,
) {
if (event is RawKeyDownEvent &&
event.logicalKey == LogicalKeyboardKey.space) {
_spaceshipRamp.progress();
return KeyEventResult.handled;
}
return KeyEventResult.ignored;
}
} }

@ -16,12 +16,21 @@ class SparkyBumperGame extends BasicBallGame with Traceable {
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await images.loadAll([
Assets.images.sparky.bumper.a.active.keyName,
Assets.images.sparky.bumper.a.inactive.keyName,
Assets.images.sparky.bumper.b.active.keyName,
Assets.images.sparky.bumper.b.inactive.keyName,
Assets.images.sparky.bumper.c.active.keyName,
Assets.images.sparky.bumper.c.inactive.keyName,
]);
final center = screenToWorld(camera.viewport.canvasSize! / 2); final center = screenToWorld(camera.viewport.canvasSize! / 2);
final sparkyBumperA = SparkyBumper.a() final sparkyBumperA = SparkyBumper.a()
..initialPosition = Vector2(center.x - 20, center.y - 20) ..initialPosition = Vector2(center.x - 20, center.y + 20)
..priority = 1; ..priority = 1;
final sparkyBumperB = SparkyBumper.b() final sparkyBumperB = SparkyBumper.b()
..initialPosition = Vector2(center.x - 10, center.y + 10) ..initialPosition = Vector2(center.x - 10, center.y - 10)
..priority = 1; ..priority = 1;
final sparkyBumperC = SparkyBumper.c() final sparkyBumperC = SparkyBumper.c()
..initialPosition = Vector2(center.x + 20, center.y) ..initialPosition = Vector2(center.x + 20, center.y)

@ -14,7 +14,7 @@ class BasicCameraZoomGame extends BasicGame with TapDetector {
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
final sprite = await loadSprite(Assets.images.flutterSignPost.keyName); final sprite = await loadSprite(Assets.images.signpost.inactive.keyName);
await add( await add(
SpriteComponent( SpriteComponent(

@ -2,9 +2,19 @@ import 'package:flame/input.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
class TestGame extends Forge2DGame { class TestGame extends Forge2DGame {
TestGame() { TestGame([List<String>? assets]) : _assets = assets {
images.prefix = ''; images.prefix = '';
} }
final List<String>? _assets;
@override
Future<void> onLoad() async {
if (_assets != null) {
await images.loadAll(_assets!);
}
await super.onLoad();
}
} }
class KeyboardTestGame extends TestGame with HasKeyboardHandlerComponents {} class KeyboardTestGame extends TestGame with HasKeyboardHandlerComponents {}

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