mirror of https://github.com/flutter/pinball.git
commit
2fc9f8fa3b
@ -0,0 +1,41 @@
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball/game/game.dart';
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/// {@template round_bumper}
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/// Circular body that repels a [Ball] on contact, increasing the score.
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/// {@endtemplate}
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class RoundBumper extends BodyComponent with ScorePoints {
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/// {@macro round_bumper}
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RoundBumper({
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required Vector2 position,
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required double radius,
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required int points,
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}) : _position = position,
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_radius = radius,
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_points = points;
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/// The position of the [RoundBumper] body.
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final Vector2 _position;
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/// The radius of the [RoundBumper].
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final double _radius;
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/// Points awarded from hitting this [RoundBumper].
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final int _points;
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@override
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int get points => _points;
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@override
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Body createBody() {
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final shape = CircleShape()..radius = _radius;
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final fixtureDef = FixtureDef(shape)..restitution = 1;
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final bodyDef = BodyDef()
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..position = _position
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..type = BodyType.static;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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}
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import 'package:flame/extensions.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/material.dart';
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import 'package:geometry/geometry.dart' show centroid;
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import 'package:pinball/game/game.dart';
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/// {@template sling_shot}
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/// Triangular [BodyType.static] body that propels the [Ball] towards the
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/// opposite side.
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///
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/// [SlingShot]s are usually positioned above each [Flipper].
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/// {@endtemplate sling_shot}
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class SlingShot extends BodyComponent {
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/// {@macro sling_shot}
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SlingShot({
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required Vector2 position,
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required BoardSide side,
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}) : _position = position,
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_side = side {
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// TODO(alestiago): Use sprite instead of color when provided.
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paint = Paint()
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..color = const Color(0xFF00FF00)
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..style = PaintingStyle.fill;
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}
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/// The initial position of the [SlingShot] body.
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final Vector2 _position;
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/// Whether the [SlingShot] is on the left or right side of the board.
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///
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/// A [SlingShot] with [BoardSide.left] propels the [Ball] to the right,
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/// whereas a [SlingShot] with [BoardSide.right] propels the [Ball] to the
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/// left.
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final BoardSide _side;
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List<FixtureDef> _createFixtureDefs() {
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final fixtures = <FixtureDef>[];
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// TODO(alestiago): Use size from PositionedBodyComponent instead,
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// once a sprite is given.
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final size = Vector2(10, 10);
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// TODO(alestiago): This magic number can be deduced by specifying the
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// angle and using polar coordinate system to place the bottom right
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// vertex.
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// Something as: y = -size.y * math.cos(angle)
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const additionalIncrement = 2;
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final triangleVertices = _side.isLeft
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? [
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Vector2(0, 0),
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Vector2(0, -size.y),
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Vector2(
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size.x,
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-size.y - additionalIncrement,
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),
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]
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: [
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Vector2(size.x, 0),
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Vector2(size.x, -size.y),
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Vector2(
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0,
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-size.y - additionalIncrement,
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),
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];
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final triangleCentroid = centroid(triangleVertices);
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for (final vertex in triangleVertices) {
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vertex.setFrom(vertex - triangleCentroid);
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}
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final triangle = PolygonShape()..set(triangleVertices);
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final triangleFixtureDef = FixtureDef(triangle)..friction = 0;
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fixtures.add(triangleFixtureDef);
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final kicker = EdgeShape()
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..set(
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triangleVertices.first,
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triangleVertices.last,
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);
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// TODO(alestiago): Play with restitution value once game is bundled.
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final kickerFixtureDef = FixtureDef(kicker)
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..restitution = 20.0
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..friction = 0;
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fixtures.add(kickerFixtureDef);
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return fixtures;
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()..position = _position;
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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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}
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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/game/game.dart';
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void main() {
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TestWidgetsFlutterBinding.ensureInitialized();
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group('RoundBumper', () {
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final flameTester = FlameTester(Forge2DGame.new);
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const radius = 1.0;
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const points = 1;
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flameTester.test(
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'loads correctly',
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(game) async {
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await game.ready();
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final roundBumper = RoundBumper(
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position: Vector2.zero(),
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radius: radius,
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points: points,
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);
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await game.ensureAdd(roundBumper);
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expect(game.contains(roundBumper), isTrue);
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},
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);
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flameTester.test(
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'has points',
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(game) async {
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final roundBumper = RoundBumper(
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position: Vector2.zero(),
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radius: radius,
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points: points,
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);
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await game.ensureAdd(roundBumper);
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expect(roundBumper.points, equals(points));
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},
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);
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group('body', () {
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flameTester.test(
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'positions correctly',
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(game) async {
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final position = Vector2.all(10);
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final roundBumper = RoundBumper(
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position: position,
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radius: radius,
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points: points,
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);
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await game.ensureAdd(roundBumper);
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game.contains(roundBumper);
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expect(roundBumper.body.position, equals(position));
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},
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);
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flameTester.test(
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'is static',
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(game) async {
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final roundBumper = RoundBumper(
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position: Vector2.zero(),
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radius: radius,
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points: points,
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);
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await game.ensureAdd(roundBumper);
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expect(roundBumper.body.bodyType, equals(BodyType.static));
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},
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);
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});
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group('fixture', () {
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flameTester.test(
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'exists',
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(game) async {
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final roundBumper = RoundBumper(
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position: Vector2.zero(),
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radius: radius,
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points: points,
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);
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await game.ensureAdd(roundBumper);
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expect(roundBumper.body.fixtures[0], isA<Fixture>());
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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 roundBumper = RoundBumper(
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position: Vector2.zero(),
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radius: radius,
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points: points,
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);
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await game.ensureAdd(roundBumper);
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final fixture = roundBumper.body.fixtures[0];
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expect(fixture.restitution, greaterThan(0));
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},
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);
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flameTester.test(
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'shape is circular',
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(game) async {
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final roundBumper = RoundBumper(
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position: Vector2.zero(),
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radius: radius,
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points: points,
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);
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await game.ensureAdd(roundBumper);
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final fixture = roundBumper.body.fixtures[0];
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expect(fixture.shape.shapeType, equals(ShapeType.circle));
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expect(fixture.shape.radius, equals(1));
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},
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);
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});
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});
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}
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@ -0,0 +1,180 @@
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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/game/game.dart';
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void main() {
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group('SlingShot', () {
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final flameTester = FlameTester(Forge2DGame.new);
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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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position: Vector2.zero(),
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side: BoardSide.left,
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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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group('body', () {
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flameTester.test(
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'positions correctly',
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(game) async {
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final position = Vector2.all(10);
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final slingShot = SlingShot(
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position: position,
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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expect(slingShot.body.position, equals(position));
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},
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);
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flameTester.test(
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'is static',
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(game) async {
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final slingShot = SlingShot(
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position: Vector2.zero(),
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side: BoardSide.left,
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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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});
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group('first fixture', () {
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flameTester.test(
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'exists',
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(game) async {
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final slingShot = SlingShot(
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position: Vector2.zero(),
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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expect(slingShot.body.fixtures[0], isA<Fixture>());
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},
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);
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flameTester.test(
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'shape is triangular',
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(game) async {
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final slingShot = SlingShot(
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position: Vector2.zero(),
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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final fixture = slingShot.body.fixtures[0];
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expect(fixture.shape.shapeType, equals(ShapeType.polygon));
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expect((fixture.shape as PolygonShape).vertices.length, equals(3));
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},
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);
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flameTester.test(
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'triangular shapes are different '
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'when side is left or right',
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(game) async {
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final leftSlingShot = SlingShot(
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position: Vector2.zero(),
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side: BoardSide.left,
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);
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final rightSlingShot = SlingShot(
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position: Vector2.zero(),
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side: BoardSide.right,
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);
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await game.ensureAdd(leftSlingShot);
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await game.ensureAdd(rightSlingShot);
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final rightShape =
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rightSlingShot.body.fixtures[0].shape as PolygonShape;
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final leftShape =
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leftSlingShot.body.fixtures[0].shape as PolygonShape;
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expect(rightShape.vertices, isNot(equals(leftShape.vertices)));
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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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position: Vector2.zero(),
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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final fixture = slingShot.body.fixtures[0];
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expect(fixture.friction, equals(0));
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},
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);
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});
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group('second fixture', () {
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flameTester.test(
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'exists',
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(game) async {
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final slingShot = SlingShot(
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position: Vector2.zero(),
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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expect(slingShot.body.fixtures[1], isA<Fixture>());
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},
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);
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flameTester.test(
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'shape is edge',
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(game) async {
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final slingShot = SlingShot(
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position: Vector2.zero(),
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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final fixture = slingShot.body.fixtures[1];
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expect(fixture.shape.shapeType, equals(ShapeType.edge));
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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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position: Vector2.zero(),
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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final fixture = slingShot.body.fixtures[1];
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expect(fixture.restitution, 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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position: Vector2.zero(),
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side: BoardSide.left,
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);
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await game.ensureAdd(slingShot);
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final fixture = slingShot.body.fixtures[1];
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expect(fixture.friction, equals(0));
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},
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);
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});
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||||
});
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||||
}
|
Loading…
Reference in new issue