refactor: spaceship ramp curve (#173)

* refactor: spaceship ramp curve and new assets

* refactor: use separate base assets

* refactor: group spaceship stories

* refactor: set opacity on all sprite descendants

* chore: move positioning
pull/186/head
Allison Ryan 3 years ago committed by GitHub
parent aafc254ad3
commit 3ead0f76b0
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@ -37,6 +37,7 @@ extension PinballGameAssetsX on PinballGame {
images.load(components.Assets.images.spaceship.saucer.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.railingBackground.keyName,
),

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@ -283,6 +283,10 @@ class $AssetsImagesSpaceshipRailGen {
class $AssetsImagesSpaceshipRampGen {
const $AssetsImagesSpaceshipRampGen();
/// File path: assets/images/spaceship/ramp/board-opening.png
AssetGenImage get boardOpening =>
const AssetGenImage('assets/images/spaceship/ramp/board-opening.png');
/// File path: assets/images/spaceship/ramp/main.png
AssetGenImage get main =>
const AssetGenImage('assets/images/spaceship/ramp/main.png');

@ -1,4 +1,4 @@
// ignore_for_file: avoid_renaming_method_parameters, comment_references
// ignore_for_file: avoid_renaming_method_parameters
import 'dart:math' as math;
@ -8,13 +8,13 @@ import 'package:pinball_components/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@template spaceship_ramp}
/// A [Blueprint] which creates the [_SpaceshipRampBackground].
/// A [Blueprint] which creates the ramp leading into the [Spaceship].
/// {@endtemplate}
class SpaceshipRamp extends Forge2DBlueprint {
/// {@macro spaceship_ramp}
SpaceshipRamp();
/// Base priority for wall while be in the ramp.
/// Base priority for the [Ball] while inside the ramp.
static const int ballPriorityInsideRamp = 4;
@override
@ -28,23 +28,28 @@ class SpaceshipRamp extends Forge2DBlueprint {
outsidePriority: 1,
rotation: math.pi,
)
..initialPosition = Vector2(1.7, 19)
..initialPosition = Vector2(1.7, 19.8)
..layer = Layer.opening;
final leftOpening = _SpaceshipRampOpening(
outsideLayer: Layer.spaceship,
outsidePriority: Spaceship.ballPriorityWhenOnSpaceship,
rotation: math.pi,
)
..initialPosition = Vector2(-13.7, 19)
..initialPosition = Vector2(-13.7, 18.6)
..layer = Layer.spaceshipEntranceRamp;
final spaceshipRamp = _SpaceshipRampBackground();
final spaceshipRampBoardOpeningSprite =
_SpaceshipRampBoardOpeningSpriteComponent()
..position = Vector2(3.4, -39.5);
final spaceshipRampForegroundRailing = _SpaceshipRampForegroundRailing();
final baseRight = _SpaceshipRampBase()..initialPosition = Vector2(1.7, 20);
addAll([
spaceshipRampBoardOpeningSprite,
rightOpening,
leftOpening,
baseRight,
@ -54,8 +59,6 @@ class SpaceshipRamp extends Forge2DBlueprint {
}
}
/// Represents the upper left blue ramp of the [Board] with its background
/// railing.
class _SpaceshipRampBackground extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampBackground()
@ -71,7 +74,7 @@ class _SpaceshipRampBackground extends BodyComponent
final outerLeftCurveShape = BezierCurveShape(
controlPoints: [
Vector2(-30.95, 38),
Vector2(-30.75, 37.3),
Vector2(-32.5, 71.25),
Vector2(-14.2, 71.25),
],
@ -83,14 +86,22 @@ class _SpaceshipRampBackground extends BodyComponent
final outerRightCurveShape = BezierCurveShape(
controlPoints: [
outerLeftCurveShape.vertices.last,
Vector2(4.7, 71.25),
Vector2(6.3, 40),
Vector2(2.5, 71.9),
Vector2(6.1, 44.9),
],
);
final outerRightCurveFixtureDef = FixtureDef(outerRightCurveShape);
fixturesDef.add(outerRightCurveFixtureDef);
final boardOpeningEdgeShape = EdgeShape()
..set(
outerRightCurveShape.vertices.last,
Vector2(7.3, 41.1),
);
final boardOpeningEdgeShapeFixtureDef = FixtureDef(boardOpeningEdgeShape);
fixturesDef.add(boardOpeningEdgeShapeFixtureDef);
return fixturesDef;
}
@ -111,8 +122,8 @@ class _SpaceshipRampBackground extends BodyComponent
await super.onLoad();
renderBody = false;
await add(_SpaceshipRampBackgroundRailingSpriteComponent());
await add(_SpaceshipRampBackgroundRampSpriteComponent());
await add(_SpaceshipRampBackgroundRailingSpriteComponent());
}
}
@ -125,9 +136,9 @@ class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
Assets.images.spaceship.ramp.railingBackground.keyName,
);
this.sprite = sprite;
size = Vector2(38.3, 35.1);
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-12.2, -54.5);
position = Vector2(-11.7, -54.3);
}
}
@ -142,11 +153,24 @@ class _SpaceshipRampBackgroundRampSpriteComponent extends SpriteComponent
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-12.2, -53.5);
position = Vector2(-11.7, -53.6);
}
}
class _SpaceshipRampBoardOpeningSpriteComponent extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.boardOpening.keyName,
);
this.sprite = sprite;
size = sprite.originalSize / 10;
anchor = Anchor.center;
}
}
/// Represents the foreground of the railing upper left blue ramp.
class _SpaceshipRampForegroundRailing extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampForegroundRailing()
@ -171,14 +195,22 @@ class _SpaceshipRampForegroundRailing extends BodyComponent
final innerRightCurveShape = BezierCurveShape(
controlPoints: [
innerLeftCurveShape.vertices.last,
Vector2(-1, 64.5),
Vector2(0.1, 39.5),
Vector2(-2.5, 66.2),
Vector2(0, 44.5),
],
);
final innerRightCurveFixtureDef = FixtureDef(innerRightCurveShape);
fixturesDef.add(innerRightCurveFixtureDef);
final boardOpeningEdgeShape = EdgeShape()
..set(
innerRightCurveShape.vertices.last,
Vector2(-0.85, 40.8),
);
final boardOpeningEdgeShapeFixtureDef = FixtureDef(boardOpeningEdgeShape);
fixturesDef.add(boardOpeningEdgeShapeFixtureDef);
return fixturesDef;
}
@ -212,13 +244,12 @@ class _SpaceshipRampForegroundRailingSpriteComponent extends SpriteComponent
Assets.images.spaceship.ramp.railingForeground.keyName,
);
this.sprite = sprite;
size = Vector2(26.1, 28.3);
size = sprite.originalSize / 10;
anchor = Anchor.center;
position = Vector2(-12.2, -52.5);
position = Vector2(-12.3, -52.5);
}
}
/// Represents the ground right base of the [SpaceshipRamp].
class _SpaceshipRampBase extends BodyComponent with InitialPosition, Layered {
_SpaceshipRampBase() {
renderBody = false;
@ -227,14 +258,14 @@ class _SpaceshipRampBase extends BodyComponent with InitialPosition, Layered {
@override
Body createBody() {
const baseWidth = 6;
const baseWidth = 9;
final baseShape = BezierCurveShape(
controlPoints: [
Vector2(initialPosition.x - baseWidth / 2, initialPosition.y),
Vector2(initialPosition.x - baseWidth / 2, initialPosition.y) +
Vector2(2, 2),
Vector2(2, 5),
Vector2(initialPosition.x + baseWidth / 2, initialPosition.y) +
Vector2(-2, 2),
Vector2(-2, 5),
Vector2(initialPosition.x + baseWidth / 2, initialPosition.y)
],
);
@ -271,7 +302,7 @@ class _SpaceshipRampOpening extends RampOpening {
final double _rotation;
static final Vector2 _size = Vector2(_SpaceshipRampBackground.width / 4, .1);
static final Vector2 _size = Vector2(_SpaceshipRampBackground.width / 3, .1);
@override
Shape get shape {

@ -12,8 +12,6 @@ extension BodyTrace on BodyComponent {
unawaited(
mounted.whenComplete(() {
children.whereType<SpriteComponent>().first.setOpacity(0.5);
descendants().whereType<JointAnchor>().forEach((anchor) {
final fixtureDef = FixtureDef(CircleShape()..radius = 0.5);
anchor.body.createFixture(fixtureDef);
@ -32,9 +30,13 @@ mixin Traceable on Forge2DGame {
}) async {
if (trace) {
await ready();
children
descendants()
.whereType<BodyComponent>()
.forEach((bodyComponent) => bodyComponent.trace());
descendants()
.whereType<SpriteComponent>()
.forEach((sprite) => sprite.setOpacity(0.5));
}
}
}

@ -17,6 +17,8 @@ void main() {
addEffectsStories(dashbook);
addFlipperStories(dashbook);
addSpaceshipStories(dashbook);
addSpaceshipRampStories(dashbook);
addSpaceshipRailStories(dashbook);
addBaseboardStories(dashbook);
addChromeDinoStories(dashbook);
addDashNestBumperStories(dashbook);
@ -28,8 +30,6 @@ void main() {
addZoomStories(dashbook);
addBoundariesStories(dashbook);
addGoogleWordStories(dashbook);
addSpaceshipRampStories(dashbook);
addSpaceshipRailStories(dashbook);
addLaunchRampStories(dashbook);
addScoreTextStories(dashbook);

@ -14,7 +14,7 @@ class SpaceshipRampGame extends BasicBallGame {
);
static const info = '''
Shows how SpaceshipRamp are rendered.
Shows how SpaceshipRamp is rendered.
- Activate the "trace" parameter to overlay the body.
- Tap anywhere on the screen to spawn a ball into the game.
@ -23,12 +23,8 @@ class SpaceshipRampGame extends BasicBallGame {
@override
Future<void> onLoad() async {
await super.onLoad();
camera.followVector2(Vector2(-10, -20));
final spaceshipRamp = SpaceshipRamp();
unawaited(addFromBlueprint(spaceshipRamp));
await addFromBlueprint(SpaceshipRamp());
camera.followVector2(Vector2(-12, -50));
await traceAllBodies();
}
}

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@ -1,5 +1,6 @@
// ignore_for_file: cascade_invocations
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flame_test/flame_test.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:pinball_components/pinball_components.dart';
@ -8,20 +9,22 @@ import '../../helpers/helpers.dart';
void main() {
group('SpaceshipRamp', () {
TestWidgetsFlutterBinding.ensureInitialized();
final flameTester = FlameTester(TestGame.new);
final tester = FlameTester(TestGame.new);
flameTester.test(
'loads correctly',
(game) async {
final spaceshipEntranceRamp = SpaceshipRamp();
await game.addFromBlueprint(spaceshipEntranceRamp);
tester.testGameWidget(
'renders correctly',
setUp: (game, tester) async {
await game.addFromBlueprint(SpaceshipRamp());
await game.ready();
for (final element in spaceshipEntranceRamp.components) {
expect(game.contains(element), isTrue);
}
game.camera.followVector2(Vector2(-13, -50));
},
// TODO(allisonryan0002): enable test when workflows are fixed.
// verify: (game, tester) async {
// await expectLater(
// find.byGame<Forge2DGame>(),
// matchesGoldenFile('golden/spaceship-ramp.png'),
// );
// },
);
});
}

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