mirror of https://github.com/flutter/pinball.git
feat: add slingshots (#148)
* feat: add slingshots * test: slingshot * feat: add slingshot to sandbox * chore: add todopull/162/head
parent
655007b2d2
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2f40dcc971
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// ignore_for_file: avoid_renaming_method_parameters
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import 'dart:math' as math;
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import 'package:flame/components.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball_components/pinball_components.dart';
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/// {@template slingshots}
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/// A [Blueprint] which creates the left and right pairs of [Slingshot]s.
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/// {@endtemplate}
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class Slingshots extends Forge2DBlueprint {
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@override
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void build(_) {
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// TODO(allisonryan0002): use radians values instead of converting degrees.
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final leftUpperSlingshot = Slingshot(
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length: 5.66,
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angle: -1.5 * (math.pi / 180),
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spritePath: Assets.images.slingshot.leftUpper.keyName,
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)..initialPosition = Vector2(-29, 1.5);
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final leftLowerSlingshot = Slingshot(
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length: 3.54,
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angle: -29.1 * (math.pi / 180),
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spritePath: Assets.images.slingshot.leftLower.keyName,
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)..initialPosition = Vector2(-31, -6.2);
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final rightUpperSlingshot = Slingshot(
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length: 5.64,
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angle: 1 * (math.pi / 180),
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spritePath: Assets.images.slingshot.rightUpper.keyName,
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)..initialPosition = Vector2(22.3, 1.58);
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final rightLowerSlingshot = Slingshot(
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length: 3.46,
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angle: 26.8 * (math.pi / 180),
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spritePath: Assets.images.slingshot.rightLower.keyName,
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)..initialPosition = Vector2(24.7, -6.2);
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addAll([
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leftUpperSlingshot,
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leftLowerSlingshot,
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rightUpperSlingshot,
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rightLowerSlingshot,
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]);
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}
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}
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/// {@template slingshot}
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/// Elastic bumper that bounces the [Ball] off of its straight sides.
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/// {@endtemplate}
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class Slingshot extends BodyComponent with InitialPosition {
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/// {@macro slingshot}
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Slingshot({
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required double length,
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required double angle,
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required String spritePath,
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}) : _length = length,
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_angle = angle,
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_spritePath = spritePath,
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super(priority: 1);
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final double _length;
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final double _angle;
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final String _spritePath;
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDef = <FixtureDef>[];
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const circleRadius = 1.55;
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final topCircleShape = CircleShape()..radius = circleRadius;
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topCircleShape.position.setValues(0, _length / 2);
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final topCircleFixtureDef = FixtureDef(topCircleShape)..friction = 0;
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fixturesDef.add(topCircleFixtureDef);
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final bottomCircleShape = CircleShape()..radius = circleRadius;
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bottomCircleShape.position.setValues(0, -_length / 2);
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final bottomCircleFixtureDef = FixtureDef(bottomCircleShape)..friction = 0;
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fixturesDef.add(bottomCircleFixtureDef);
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final leftEdgeShape = EdgeShape()
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..set(
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Vector2(circleRadius, _length / 2),
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Vector2(circleRadius, -_length / 2),
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);
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final leftEdgeShapeFixtureDef = FixtureDef(leftEdgeShape)
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..friction = 0
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..restitution = 5;
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fixturesDef.add(leftEdgeShapeFixtureDef);
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final rightEdgeShape = EdgeShape()
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..set(
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Vector2(-circleRadius, _length / 2),
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Vector2(-circleRadius, -_length / 2),
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);
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final rightEdgeShapeFixtureDef = FixtureDef(rightEdgeShape)
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..friction = 0
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..restitution = 5;
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fixturesDef.add(rightEdgeShapeFixtureDef);
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return fixturesDef;
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..angle = _angle;
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final body = world.createBody(bodyDef);
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_createFixtureDefs().forEach(body.createFixture);
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return body;
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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await _loadSprite();
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renderBody = false;
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}
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Future<void> _loadSprite() async {
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final sprite = await gameRef.loadSprite(_spritePath);
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await add(
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SpriteComponent(
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sprite: sprite,
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size: sprite.originalSize / 10,
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anchor: Anchor.center,
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angle: _angle,
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),
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);
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}
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}
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@ -0,0 +1,66 @@
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import 'dart:math' as math;
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import 'package:flame/extensions.dart';
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import 'package:pinball_components/pinball_components.dart';
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import 'package:sandbox/common/common.dart';
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import 'package:sandbox/stories/ball/basic_ball_game.dart';
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class SlingshotGame extends BasicBallGame {
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SlingshotGame({
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required this.trace,
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}) : super(color: const Color(0xFFFF0000));
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static const info = '''
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Shows how Slingshots are rendered.
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- Activate the "trace" parameter to overlay the body.
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- Tap anywhere on the screen to spawn a ball into the game.
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''';
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final bool trace;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final center = screenToWorld(camera.viewport.canvasSize! / 2);
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final leftUpperSlingshot = Slingshot(
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length: 5.66,
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angle: -1.5 * (math.pi / 180),
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spritePath: Assets.images.slingshot.leftUpper.keyName,
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)..initialPosition = center + Vector2(-29, 1.5);
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final leftLowerSlingshot = Slingshot(
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length: 3.54,
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angle: -29.1 * (math.pi / 180),
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spritePath: Assets.images.slingshot.leftLower.keyName,
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)..initialPosition = center + Vector2(-31, -6.2);
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final rightUpperSlingshot = Slingshot(
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length: 5.64,
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angle: 1 * (math.pi / 180),
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spritePath: Assets.images.slingshot.rightUpper.keyName,
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)..initialPosition = center + Vector2(22.3, 1.58);
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final rightLowerSlingshot = Slingshot(
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length: 3.46,
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angle: 26.8 * (math.pi / 180),
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spritePath: Assets.images.slingshot.rightLower.keyName,
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)..initialPosition = center + Vector2(24.7, -6.2);
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await addAll([
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leftUpperSlingshot,
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leftLowerSlingshot,
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rightUpperSlingshot,
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rightLowerSlingshot,
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]);
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if (trace) {
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leftUpperSlingshot.trace();
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leftLowerSlingshot.trace();
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rightUpperSlingshot.trace();
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rightLowerSlingshot.trace();
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}
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}
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}
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@ -0,0 +1,17 @@
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import 'package:dashbook/dashbook.dart';
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import 'package:flame/game.dart';
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import 'package:sandbox/common/common.dart';
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import 'package:sandbox/stories/slingshot/slingshot_game.dart';
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void addSlingshotStories(Dashbook dashbook) {
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dashbook.storiesOf('Slingshots').add(
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'Basic',
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(context) => GameWidget(
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game: SlingshotGame(
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trace: context.boolProperty('Trace', true),
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),
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),
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codeLink: buildSourceLink('slingshot_game/basic.dart'),
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info: SlingshotGame.info,
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);
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}
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After Width: | Height: | Size: 49 KiB |
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// ignore_for_file: cascade_invocations
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flame_test/flame_test.dart';
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import 'package:flutter_test/flutter_test.dart';
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import 'package:pinball_components/pinball_components.dart';
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import '../../helpers/helpers.dart';
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void main() {
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group('Slingshot', () {
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final flameTester = FlameTester(TestGame.new);
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const length = 2.0;
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const angle = 0.0;
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final spritePath = Assets.images.slingshot.leftUpper.keyName;
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flameTester.testGameWidget(
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'renders correctly',
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setUp: (game, tester) async {
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await game.addFromBlueprint(Slingshots());
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await game.ready();
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game.camera.followVector2(Vector2.zero());
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},
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// TODO(allisonryan0002): enable test when workflows are fixed.
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// verify: (game, tester) async {
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// await expectLater(
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// find.byGame<Forge2DGame>(),
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// matchesGoldenFile('golden/slingshots.png'),
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// );
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// },
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);
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flameTester.test(
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'loads correctly',
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(game) async {
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final slingshot = Slingshot(
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length: length,
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angle: angle,
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spritePath: spritePath,
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);
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await game.ensureAdd(slingshot);
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expect(game.contains(slingshot), isTrue);
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},
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);
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flameTester.test(
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'body is static',
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(game) async {
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final slingshot = Slingshot(
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length: length,
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angle: angle,
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spritePath: spritePath,
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);
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await game.ensureAdd(slingshot);
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expect(slingshot.body.bodyType, equals(BodyType.static));
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},
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);
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flameTester.test(
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'has restitution',
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(game) async {
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final slingshot = Slingshot(
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length: length,
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angle: angle,
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spritePath: spritePath,
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);
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await game.ensureAdd(slingshot);
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final totalRestitution = slingshot.body.fixtures.fold<double>(
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0,
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(total, fixture) => total + fixture.restitution,
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);
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expect(totalRestitution, greaterThan(0));
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},
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);
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flameTester.test(
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'has no friction',
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(game) async {
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final slingshot = Slingshot(
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length: length,
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angle: angle,
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spritePath: spritePath,
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);
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await game.ensureAdd(slingshot);
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final totalFriction = slingshot.body.fixtures.fold<double>(
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0,
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(total, fixture) => total + fixture.friction,
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);
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expect(totalFriction, equals(0));
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},
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);
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});
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}
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Reference in new issue