feat: made`SlingShot` rounded (#63)

* feat: made SlingShot rounded

* feat: updated SlingShot tests

* refactor: defined Shape extension

* refactor: fixed test name typo

Co-authored-by: Rui Miguel Alonso <ruiskas@gmail.com>
pull/69/head
Alejandro Santiago 4 years ago committed by GitHub
parent 1af0c47328
commit 32529e42be
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@ -1,7 +1,9 @@
import 'dart:math' as math;
import 'package:flame/extensions.dart'; import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:geometry/geometry.dart' show centroid; import 'package:geometry/geometry.dart' as geometry show centroid;
import 'package:pinball/game/game.dart'; import 'package:pinball/game/game.dart';
/// {@template sling_shot} /// {@template sling_shot}
@ -31,54 +33,88 @@ class SlingShot extends BodyComponent with InitialPosition {
/// The size of the [SlingShot] body. /// The size of the [SlingShot] body.
// TODO(alestiago): Use size from PositionedBodyComponent instead, // TODO(alestiago): Use size from PositionedBodyComponent instead,
// once a sprite is given. // once a sprite is given.
static final Vector2 size = Vector2(6, 8); static final Vector2 size = Vector2(4, 10);
List<FixtureDef> _createFixtureDefs() { List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[]; final fixturesDefs = <FixtureDef>[];
final direction = _side.direction;
// TODO(alestiago): This magic number can be deduced by specifying the const quarterPi = math.pi / 4;
// angle and using polar coordinate system to place the bottom right
// vertex. final upperCircle = CircleShape()..radius = 1.45;
// Something as: y = -size.y * math.cos(angle) upperCircle.position.setValues(0, -upperCircle.radius / 2);
const additionalIncrement = 3; final upperCircleFixtureDef = FixtureDef(upperCircle)..friction = 0;
final triangleVertices = _side.isLeft fixturesDefs.add(upperCircleFixtureDef);
? [
Vector2(0, 0), final lowerCircle = CircleShape()..radius = 1.45;
Vector2(0, -size.y), lowerCircle.position.setValues(
Vector2( size.x * -direction,
size.x, -size.y,
-size.y - additionalIncrement, );
), final lowerCircleFixtureDef = FixtureDef(lowerCircle)..friction = 0;
] fixturesDefs.add(lowerCircleFixtureDef);
: [
Vector2(size.x, 0), final wallFacingEdge = EdgeShape()
Vector2(size.x, -size.y), ..set(
upperCircle.position +
Vector2( Vector2(
upperCircle.radius * direction,
0, 0,
-size.y - additionalIncrement,
), ),
]; // TODO(alestiago): Use values from design.
final triangleCentroid = centroid(triangleVertices); Vector2(2.0 * direction, -size.y + 2),
for (final vertex in triangleVertices) { );
vertex.setFrom(vertex - triangleCentroid); final wallFacingLineFixtureDef = FixtureDef(wallFacingEdge)..friction = 0;
} fixturesDefs.add(wallFacingLineFixtureDef);
final triangle = PolygonShape()..set(triangleVertices); final bottomEdge = EdgeShape()
final triangleFixtureDef = FixtureDef(triangle)..friction = 0; ..set(
fixturesDef.add(triangleFixtureDef); wallFacingEdge.vertex2,
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * direction,
-lowerCircle.radius * math.sin(quarterPi),
),
);
final bottomLineFixtureDef = FixtureDef(bottomEdge)..friction = 0;
fixturesDefs.add(bottomLineFixtureDef);
final kicker = EdgeShape() final kickerEdge = EdgeShape()
..set( ..set(
triangleVertices.first, upperCircle.position +
triangleVertices.last, Vector2(
upperCircle.radius * math.cos(quarterPi) * -direction,
upperCircle.radius * math.sin(quarterPi),
),
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * -direction,
lowerCircle.radius * math.sin(quarterPi),
),
); );
// TODO(alestiago): Play with restitution value once game is bundled.
final kickerFixtureDef = FixtureDef(kicker) final kickerFixtureDef = FixtureDef(kickerEdge)
// TODO(alestiago): Play with restitution value once game is bundled.
..restitution = 10.0 ..restitution = 10.0
..friction = 0; ..friction = 0;
fixturesDef.add(kickerFixtureDef); fixturesDefs.add(kickerFixtureDef);
return fixturesDef; // TODO(alestiago): Evaluate if there is value on centering the fixtures.
final centroid = geometry.centroid(
[
upperCircle.position + Vector2(0, -upperCircle.radius),
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * -direction,
-lowerCircle.radius * math.sin(quarterPi),
),
wallFacingEdge.vertex2,
],
);
for (final fixtureDef in fixturesDefs) {
fixtureDef.shape.moveBy(-centroid);
}
return fixturesDefs;
} }
@override @override
@ -90,3 +126,17 @@ class SlingShot extends BodyComponent with InitialPosition {
return body; return body;
} }
} }
// TODO(alestiago): Evaluate if there's value on generalising this to
// all shapes.
extension on Shape {
void moveBy(Vector2 offset) {
if (this is CircleShape) {
final circle = this as CircleShape;
circle.position.setFrom(circle.position + offset);
} else if (this is EdgeShape) {
final edge = this as EdgeShape;
edge.set(edge.vertex1 + offset, edge.vertex2 + offset);
}
}
}

@ -75,6 +75,7 @@ void main() {
'has Layer.all as default filter maskBits', 'has Layer.all as default filter maskBits',
(game) async { (game) async {
final ball = Ball(); final ball = Ball();
await game.ready();
await game.ensureAdd(ball); await game.ensureAdd(ball);
await game.ready(); await game.ready();

@ -7,6 +7,7 @@ import 'package:pinball/game/game.dart';
void main() { void main() {
group('SlingShot', () { group('SlingShot', () {
// TODO(alestiago): Include golden tests for left and right.
final flameTester = FlameTester(Forge2DGame.new); final flameTester = FlameTester(Forge2DGame.new);
flameTester.test( flameTester.test(
@ -21,135 +22,48 @@ void main() {
}, },
); );
group('body', () { flameTester.test(
flameTester.test( 'body is static',
'is static', (game) async {
(game) async { final slingShot = SlingShot(
final slingShot = SlingShot( side: BoardSide.left,
side: BoardSide.left, );
); await game.ensureAdd(slingShot);
await game.ensureAdd(slingShot);
expect(slingShot.body.bodyType, equals(BodyType.static));
},
);
});
group('first fixture', () {
flameTester.test(
'exists',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
expect(slingShot.body.fixtures[0], isA<Fixture>());
},
);
flameTester.test(
'shape is triangular',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[0];
expect(fixture.shape.shapeType, equals(ShapeType.polygon));
expect((fixture.shape as PolygonShape).vertices.length, equals(3));
},
);
flameTester.test(
'triangular shapes are different '
'when side is left or right',
(game) async {
final leftSlingShot = SlingShot(
side: BoardSide.left,
);
final rightSlingShot = SlingShot(
side: BoardSide.right,
);
await game.ensureAdd(leftSlingShot);
await game.ensureAdd(rightSlingShot);
final rightShape =
rightSlingShot.body.fixtures[0].shape as PolygonShape;
final leftShape =
leftSlingShot.body.fixtures[0].shape as PolygonShape;
expect(rightShape.vertices, isNot(equals(leftShape.vertices)));
},
);
flameTester.test(
'has no friction',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[0];
expect(fixture.friction, equals(0));
},
);
});
group('second fixture', () {
flameTester.test(
'exists',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
expect(slingShot.body.fixtures[1], isA<Fixture>());
},
);
flameTester.test(
'shape is edge',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[1]; expect(slingShot.body.bodyType, equals(BodyType.static));
expect(fixture.shape.shapeType, equals(ShapeType.edge)); },
}, );
);
flameTester.test( flameTester.test(
'has restitution', 'has restitution',
(game) async { (game) async {
final slingShot = SlingShot( final slingShot = SlingShot(
side: BoardSide.left, side: BoardSide.left,
); );
await game.ensureAdd(slingShot); await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[1]; final totalRestitution = slingShot.body.fixtures.fold<double>(
expect(fixture.restitution, greaterThan(0)); 0,
}, (total, fixture) => total + fixture.restitution,
); );
expect(totalRestitution, greaterThan(0));
},
);
flameTester.test( flameTester.test(
'has no friction', 'has no friction',
(game) async { (game) async {
final slingShot = SlingShot( final slingShot = SlingShot(
side: BoardSide.left, side: BoardSide.left,
); );
await game.ensureAdd(slingShot); await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[1]; final totalFriction = slingShot.body.fixtures.fold<double>(
expect(fixture.friction, equals(0)); 0,
}, (total, fixture) => total + fixture.friction,
); );
}); expect(totalFriction, equals(0));
},
);
}); });
} }

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