feat: moved Flipper to components and defined controller

pull/102/head
alestiago 4 years ago
parent af76b46924
commit 39ad63882a

@ -1,5 +1,6 @@
import 'package:flame/components.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template board}
/// The main flat surface of the [PinballGame].
@ -92,12 +93,15 @@ class _BottomGroupSide extends Component {
final flipper = Flipper(
side: _side,
)..initialPosition = _position;
await flipper.add(FlipperController(flipper));
final baseboard = Baseboard(side: _side)
..initialPosition = _position +
Vector2(
(Baseboard.size.x / 1.6 * direction),
Baseboard.size.y - 2,
);
final kicker = Kicker(
side: _side,
)..initialPosition = _position +

@ -1,12 +1,10 @@
export 'ball.dart';
export 'baseboard.dart';
export 'board.dart';
export 'board_side.dart';
export 'bonus_word.dart';
export 'flipper.dart';
export 'flutter_forest.dart';
export 'jetpack_ramp.dart';
export 'joint_anchor.dart';
export 'kicker.dart';
export 'launcher_ramp.dart';
export 'pathway.dart';

@ -1,166 +1,22 @@
import 'dart:async';
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/services.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
const _leftFlipperKeys = [
LogicalKeyboardKey.arrowLeft,
LogicalKeyboardKey.keyA,
];
const _rightFlipperKeys = [
LogicalKeyboardKey.arrowRight,
LogicalKeyboardKey.keyD,
];
/// {@template flipper}
/// A bat, typically found in pairs at the bottom of the board.
///
/// [Flipper] can be controlled by the player in an arc motion.
/// {@endtemplate flipper}
class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
/// {@macro flipper}
Flipper({
required this.side,
}) : _keys = side.isLeft ? _leftFlipperKeys : _rightFlipperKeys;
import 'package:pinball_components/pinball_components.dart';
/// The size of the [Flipper].
static final size = Vector2(12, 2.8);
/// {@template flipper_controller}
/// A [Component] that controls the [Flipper]s movement.
/// {@endtemplate}
class FlipperController extends Component with KeyboardHandler {
/// {@macro flipper_controller}
FlipperController(this.flipper) : _keys = flipper.side.flipperKeys;
/// The speed required to move the [Flipper] to its highest position.
///
/// The higher the value, the faster the [Flipper] will move.
static const double _speed = 60;
/// Whether the [Flipper] is on the left or right side of the board.
///
/// A [Flipper] with [BoardSide.left] has a counter-clockwise arc motion,
/// whereas a [Flipper] with [BoardSide.right] has a clockwise arc motion.
final BoardSide side;
/// The [Flipper] this controller is controlling.
final Flipper flipper;
/// The [LogicalKeyboardKey]s that will control the [Flipper].
///
/// [onKeyEvent] method listens to when one of these keys is pressed.
final List<LogicalKeyboardKey> _keys;
/// Applies downward linear velocity to the [Flipper], moving it to its
/// resting position.
void _moveDown() {
body.linearVelocity = Vector2(0, -_speed);
}
/// Applies upward linear velocity to the [Flipper], moving it to its highest
/// position.
void _moveUp() {
body.linearVelocity = Vector2(0, _speed);
}
/// Loads the sprite that renders with the [Flipper].
Future<void> _loadSprite() async {
final sprite = await gameRef.loadSprite(
Assets.images.components.flipper.path,
);
final spriteComponent = SpriteComponent(
sprite: sprite,
size: size,
anchor: Anchor.center,
);
if (side.isRight) {
spriteComponent.flipHorizontally();
}
await add(spriteComponent);
}
/// Anchors the [Flipper] to the [RevoluteJoint] that controls its arc motion.
Future<void> _anchorToJoint() async {
final anchor = _FlipperAnchor(flipper: this);
await add(anchor);
final jointDef = _FlipperAnchorRevoluteJointDef(
flipper: this,
anchor: anchor,
);
final joint = _FlipperJoint(jointDef)..create(world);
// FIXME(erickzanardo): when mounted the initial position is not fully
// reached.
unawaited(
mounted.whenComplete(joint.unlock),
);
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final direction = side.direction;
final bigCircleShape = CircleShape()..radius = 1.75;
bigCircleShape.position.setValues(
((size.x / 2) * direction) + (bigCircleShape.radius * -direction),
0,
);
final bigCircleFixtureDef = FixtureDef(bigCircleShape);
fixturesDef.add(bigCircleFixtureDef);
final smallCircleShape = CircleShape()..radius = 0.9;
smallCircleShape.position.setValues(
((size.x / 2) * -direction) + (smallCircleShape.radius * direction),
0,
);
final smallCircleFixtureDef = FixtureDef(smallCircleShape);
fixturesDef.add(smallCircleFixtureDef);
final trapeziumVertices = side.isLeft
? [
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
]
: [
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
];
final trapezium = PolygonShape()..set(trapeziumVertices);
final trapeziumFixtureDef = FixtureDef(trapezium)
..density = 50.0 // TODO(alestiago): Use a proper density.
..friction = .1; // TODO(alestiago): Use a proper friction.
fixturesDef.add(trapeziumFixtureDef);
return fixturesDef;
}
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await Future.wait([
_loadSprite(),
_anchorToJoint(),
]);
}
@override
Body createBody() {
final bodyDef = BodyDef()
..position = initialPosition
..gravityScale = 0
..type = BodyType.dynamic;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
bool onKeyEvent(
RawKeyEvent event,
@ -169,80 +25,28 @@ class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
if (!_keys.contains(event.logicalKey)) return true;
if (event is RawKeyDownEvent) {
_moveUp();
flipper.moveUp();
} else if (event is RawKeyUpEvent) {
_moveDown();
flipper.moveDown();
}
return false;
}
}
/// {@template flipper_anchor}
/// [JointAnchor] positioned at the end of a [Flipper].
///
/// The end of a [Flipper] depends on its [Flipper.side].
/// {@endtemplate}
class _FlipperAnchor extends JointAnchor {
/// {@macro flipper_anchor}
_FlipperAnchor({
required Flipper flipper,
}) {
initialPosition = Vector2(
flipper.body.position.x + ((Flipper.size.x * flipper.side.direction) / 2),
flipper.body.position.y,
);
}
}
/// {@template flipper_anchor_revolute_joint_def}
/// Hinges one end of [Flipper] to a [_FlipperAnchor] to achieve an arc motion.
/// {@endtemplate}
class _FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
/// {@macro flipper_anchor_revolute_joint_def}
_FlipperAnchorRevoluteJointDef({
required Flipper flipper,
required _FlipperAnchor anchor,
}) : side = flipper.side {
initialize(
flipper.body,
anchor.body,
anchor.body.position,
);
enableLimit = true;
final angle = (_sweepingAngle * -side.direction) / 2;
lowerAngle = upperAngle = angle;
}
/// The total angle of the arc motion.
static const _sweepingAngle = math.pi / 3.5;
final BoardSide side;
}
class _FlipperJoint extends RevoluteJoint {
_FlipperJoint(_FlipperAnchorRevoluteJointDef def)
: side = def.side,
super(def);
final BoardSide side;
// TODO(alestiago): Remove once Forge2D supports custom joints.
void create(World world) {
world.joints.add(this);
bodyA.joints.add(this);
bodyB.joints.add(this);
}
/// Unlocks the [Flipper] from its resting position.
///
/// The [Flipper] is locked when initialized in order to force it to be at
/// its resting position.
void unlock() {
setLimits(
lowerLimit * side.direction,
-upperLimit * side.direction,
);
extension on BoardSide {
List<LogicalKeyboardKey> get flipperKeys {
switch (this) {
case BoardSide.left:
return [
LogicalKeyboardKey.arrowLeft,
LogicalKeyboardKey.keyA,
];
case BoardSide.right:
return [
LogicalKeyboardKey.arrowRight,
LogicalKeyboardKey.keyD,
];
}
}
}

@ -4,7 +4,6 @@ import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:geometry/geometry.dart' as geometry show centroid;
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template kicker}

@ -6,7 +6,7 @@ import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template ball}
/// A solid, [BodyType.dynamic] sphere that rolls and bounces around
/// A solid, [BodyType.dynamic] sphere that rolls and bounces around.
/// {@endtemplate}
class Ball<T extends Forge2DGame> extends BodyComponent<T>
with Layered, InitialPosition {
@ -90,7 +90,7 @@ class Ball<T extends Forge2DGame> extends BodyComponent<T>
}
}
/// Applies a boost on this [Ball]
/// Applies a boost on this [Ball].
void boost(Vector2 impulse) {
body.applyLinearImpulse(impulse);
_boostTimer = _boostDuration;

@ -1,4 +1,8 @@
import 'package:pinball/game/game.dart';
// ignore_for_file: comment_references
// TODO(alestiago): Revisit ignore lint rule once Kicker is moved to this
// package.
import 'package:pinball_components/pinball_components.dart';
/// Indicates a side of the board.
///

@ -1,4 +1,7 @@
export 'ball.dart';
export 'board_side.dart';
export 'fire_effect.dart';
export 'flipper.dart';
export 'initial_position.dart';
export 'joint_anchor.dart';
export 'layer.dart';

@ -0,0 +1,210 @@
import 'dart:async';
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template flipper}
/// A bat, typically found in pairs at the bottom of the board.
///
/// [Flipper] can be controlled by the player in an arc motion.
/// {@endtemplate flipper}
class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
/// {@macro flipper}
Flipper({
required this.side,
});
/// The size of the [Flipper].
static final size = Vector2(12, 2.8);
/// The speed required to move the [Flipper] to its highest position.
///
/// The higher the value, the faster the [Flipper] will move.
static const double _speed = 60;
/// Whether the [Flipper] is on the left or right side of the board.
///
/// A [Flipper] with [BoardSide.left] has a counter-clockwise arc motion,
/// whereas a [Flipper] with [BoardSide.right] has a clockwise arc motion.
final BoardSide side;
/// Applies downward linear velocity to the [Flipper], moving it to its
/// resting position.
void moveDown() {
body.linearVelocity = Vector2(0, -_speed);
}
/// Applies upward linear velocity to the [Flipper], moving it to its highest
/// position.
void moveUp() {
body.linearVelocity = Vector2(0, _speed);
}
/// Loads the sprite that renders with the [Flipper].
Future<void> _loadSprite() async {
final asset = Assets.images.flipper;
final spritePath = (side.isLeft ? asset.left : asset.right).keyName;
final sprite = await gameRef.loadSprite(spritePath);
final spriteComponent = SpriteComponent(
sprite: sprite,
size: size,
anchor: Anchor.center,
);
await add(spriteComponent);
}
/// Anchors the [Flipper] to the [RevoluteJoint] that controls its arc motion.
Future<void> _anchorToJoint() async {
final anchor = _FlipperAnchor(flipper: this);
await add(anchor);
final jointDef = _FlipperAnchorRevoluteJointDef(
flipper: this,
anchor: anchor,
);
final joint = _FlipperJoint(jointDef)..create(world);
// FIXME(erickzanardo): when mounted the initial position is not fully
// reached.
unawaited(
mounted.whenComplete(joint.unlock),
);
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final direction = side.direction;
final bigCircleShape = CircleShape()..radius = 1.75;
bigCircleShape.position.setValues(
((size.x / 2) * direction) + (bigCircleShape.radius * -direction),
0,
);
final bigCircleFixtureDef = FixtureDef(bigCircleShape);
fixturesDef.add(bigCircleFixtureDef);
final smallCircleShape = CircleShape()..radius = 0.9;
smallCircleShape.position.setValues(
((size.x / 2) * -direction) + (smallCircleShape.radius * direction),
0,
);
final smallCircleFixtureDef = FixtureDef(smallCircleShape);
fixturesDef.add(smallCircleFixtureDef);
final trapeziumVertices = side.isLeft
? [
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
]
: [
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
];
final trapezium = PolygonShape()..set(trapeziumVertices);
final trapeziumFixtureDef = FixtureDef(trapezium)
..density = 50.0 // TODO(alestiago): Use a proper density.
..friction = .1; // TODO(alestiago): Use a proper friction.
fixturesDef.add(trapeziumFixtureDef);
return fixturesDef;
}
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await Future.wait<void>([
_loadSprite(),
_anchorToJoint(),
]);
}
@override
Body createBody() {
final bodyDef = BodyDef()
..position = initialPosition
..gravityScale = 0
..type = BodyType.dynamic;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}
/// {@template flipper_anchor}
/// [JointAnchor] positioned at the end of a [Flipper].
///
/// The end of a [Flipper] depends on its [Flipper.side].
/// {@endtemplate}
class _FlipperAnchor extends JointAnchor {
/// {@macro flipper_anchor}
_FlipperAnchor({
required Flipper flipper,
}) {
initialPosition = Vector2(
flipper.body.position.x + ((Flipper.size.x * flipper.side.direction) / 2),
flipper.body.position.y,
);
}
}
/// {@template flipper_anchor_revolute_joint_def}
/// Hinges one end of [Flipper] to a [_FlipperAnchor] to achieve an arc motion.
/// {@endtemplate}
class _FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
/// {@macro flipper_anchor_revolute_joint_def}
_FlipperAnchorRevoluteJointDef({
required Flipper flipper,
required _FlipperAnchor anchor,
}) : side = flipper.side {
initialize(
flipper.body,
anchor.body,
anchor.body.position,
);
enableLimit = true;
final angle = (_sweepingAngle * -side.direction) / 2;
lowerAngle = upperAngle = angle;
}
/// The total angle of the arc motion.
static const _sweepingAngle = math.pi / 3.5;
final BoardSide side;
}
class _FlipperJoint extends RevoluteJoint {
_FlipperJoint(_FlipperAnchorRevoluteJointDef def)
: side = def.side,
super(def);
final BoardSide side;
// TODO(alestiago): Remove once Forge2D supports custom joints.
void create(World world) {
world.joints.add(this);
bodyA.joints.add(this);
bodyB.joints.add(this);
}
/// Unlocks the [Flipper] from its resting position.
///
/// The [Flipper] is locked when initialized in order to force it to be at
/// its resting position.
void unlock() {
setLimits(
lowerLimit * side.direction,
-upperLimit * side.direction,
);
}
}

@ -7,7 +7,6 @@ import 'package:flame_test/flame_test.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
import '../../helpers/helpers.dart';

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