mirror of https://github.com/flutter/pinball.git
feat: define SlingShot component (#39)
* feat: created sling-short.dart * refactor: used appropiate file name * chore: included sling_shot export * refactor: simplified _createFixtureDefs * doc: included SlingShot in doc comment * feat: implemented basic SlingShot * feat: used EdgeShape instead of PolygonShape * feat: implemented _addSlingShot method * feat: adding placeholder art for the flippers * Update lib/game/components/flipper.dart Co-authored-by: Alejandro Santiago <dev@alestiago.com> * docs: included missing documentation (#29) * chore: ignored lint rue * docs: documented ball.dart * docs: ignored lint rule * docs: documented wall.dart * docs: documented game_over_dialog.dart * docs: fixed typo * docs: included TODO comments * fix: misisng doc * chore: add code owners (#31) * feat: add character selection (#20) * chore: lock file * feat: character selection page * fix: ignore generated asset coverage * chore: add suggestions * feat: tint ball with theme color * refactor: decrease theme cubit scope * chore: minimize changes * chore: typos and readability * refactor: use extension for initial pinball game * fix: tests from merge * refactor: ignore docs for views * refactor: revert to ignoring for file * fix: todo analyzer warning * refactor: remove Flutter dep from geometry (#27) * fix: removed flutter dependency * test: fixed tests for assertions * test: check assertion with isA * ci: added geometry workflow file * refactor: changed flame dep to vector_math for vector2 * fix: changed import for vector to vector_math_64 * Update .github/workflows/geometry.yaml Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * chore: rename pinball game test extension (#33) * chore: rename pinball game test extension * refactor: initial to create * docs: small change * chore: removed unecessary end callback (#30) * feat: adding ball spawning upon click on debug mode (#28) * feat: adding ball spawming upon click on debug mode * PR suggestions * fix: coverage * fix: rebase * feat: rebase fixes * feat: moved triangle to centroid * feat: made SlingShot a PositionBodyComponent * feat: removed PositionBodyComponent * refactor: moved centroid function * refactor: simplified centroid function * docs: typo in macro * feat: modified restitution value * refactor: added variable for incline * docs: included TODO comment * feat: included tests * feat: removed friction from SlingShot * feat: removed adding slinghsots * refactor: used variables for fixtures * feat: included side in SlingShot * feat: included different shapes test * docs: fixed typo * refactor: removed unused import * refactor: used centroid from geometry package * docs: fixed typo * refactor: improved triangleVertices readability * refactor: removed EmptyGame class Co-authored-by: Erick Zanardo <erickzanardoo@gmail.com> Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> Co-authored-by: Rui Miguel Alonso <ruiskas@gmail.com>pull/48/head
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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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@ -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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}
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