mirror of https://github.com/flutter/pinball.git
feat: adds the spaceship component (#60)
* feat: implementing spaceship * feat: spaceship working * feat: adding dartdoc to spaceship * feat: more tests and improving sizes * fix: lint * fix: lint * feat: pre fetching spaceship assets * fix: typo * Apply suggestions from code review Co-authored-by: Alejandro Santiago <dev@alestiago.com> * feat: pr suggestion * fix: removing duplicated class * feat: pr suggestions Co-authored-by: Alejandro Santiago <dev@alestiago.com>pull/64/head
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After Width: | Height: | Size: 7.7 KiB |
After Width: | Height: | Size: 9.5 KiB |
After Width: | Height: | Size: 3.4 KiB |
After Width: | Height: | Size: 9.8 KiB |
After Width: | Height: | Size: 6.3 KiB |
After Width: | Height: | Size: 7.7 KiB |
@ -0,0 +1,331 @@
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// ignore_for_file: avoid_renaming_method_parameters
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import 'dart:async';
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import 'dart:math';
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import 'package:flame/components.dart';
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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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// TODO(erickzanardo): change this to use the layer class
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// that will be introduced on the path PR
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const _spaceShipBits = 0x0002;
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const _spaceShipSize = 20.0;
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/// {@template spaceship_saucer}
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/// A [BodyComponent] for the base, or the saucer of the spaceship
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/// {@endtemplate}
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class SpaceshipSaucer extends BodyComponent with InitialPosition {
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/// {@macro spaceship_saucer}
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SpaceshipSaucer() : super(priority: 2);
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/// Path for the base sprite
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static const saucerSpritePath = 'components/spaceship/saucer.png';
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/// Path for the upper wall sprite
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static const upperWallPath = 'components/spaceship/upper.png';
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprites = await Future.wait([
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gameRef.loadSprite(saucerSpritePath),
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gameRef.loadSprite(upperWallPath),
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]);
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await add(
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SpriteComponent(
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sprite: sprites.first,
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size: Vector2.all(_spaceShipSize),
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anchor: Anchor.center,
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),
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);
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await add(
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SpriteComponent(
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sprite: sprites.last,
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size: Vector2(_spaceShipSize + 0.5, _spaceShipSize / 2),
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anchor: Anchor.center,
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position: Vector2(0, -(_spaceShipSize / 3.5)),
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),
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);
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renderBody = false;
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}
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@override
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Body createBody() {
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final circleShape = CircleShape()..radius = _spaceShipSize / 2;
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(circleShape)
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..isSensor = true
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..filter.maskBits = _spaceShipBits
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..filter.categoryBits = _spaceShipBits,
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);
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}
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}
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/// {@spaceship_bridge_top}
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/// The bridge of the spaceship (the android head) is divided in two
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// [BodyComponent]s, this is the top part of it which contains a single sprite
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/// {@endtemplate}
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class SpaceshipBridgeTop extends BodyComponent with InitialPosition {
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/// {@macro spaceship_bridge_top}
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SpaceshipBridgeTop() : super(priority: 6);
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/// Path to the top of this sprite
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static const spritePath = 'components/spaceship/android-top.png';
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = await gameRef.loadSprite(spritePath);
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await add(
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SpriteComponent(
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sprite: sprite,
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anchor: Anchor.center,
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size: Vector2(_spaceShipSize / 2.5 - 1, _spaceShipSize / 5),
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),
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);
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef);
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}
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}
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/// {@template spaceship_bridge}
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/// The main part of the [SpaceshipBridge], this [BodyComponent]
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/// provides both the collision and the rotation animation for the bridge.
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/// {@endtemplate}
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class SpaceshipBridge extends BodyComponent with InitialPosition {
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/// {@macro spaceship_bridge}
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SpaceshipBridge() : super(priority: 3);
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/// Path to the spaceship bridge
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static const spritePath = 'components/spaceship/android-bottom.png';
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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renderBody = false;
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final sprite = await gameRef.images.load(spritePath);
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await add(
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SpriteAnimationComponent.fromFrameData(
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sprite,
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SpriteAnimationData.sequenced(
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amount: 14,
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stepTime: 0.2,
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textureSize: Vector2(160, 114),
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),
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size: Vector2.all(_spaceShipSize / 2.5),
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anchor: Anchor.center,
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),
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);
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}
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@override
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Body createBody() {
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final circleShape = CircleShape()..radius = _spaceShipSize / 5;
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(circleShape)
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..restitution = 0.4
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..filter.maskBits = _spaceShipBits
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..filter.categoryBits = _spaceShipBits,
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);
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}
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}
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/// {@template spaceship_entrance}
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/// A sensor [BodyComponent] used to detect when the ball enters the
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/// the spaceship area in order to modify its filter data so the ball
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/// can correctly collide only with the Spaceship
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/// {@endtemplate}
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// TODO(erickzanardo): Use RampOpening once provided.
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class SpaceshipEntrance extends BodyComponent with InitialPosition {
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/// {@macro spaceship_entrance}
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SpaceshipEntrance();
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@override
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Body createBody() {
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const radius = _spaceShipSize / 2;
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final entranceShape = PolygonShape()
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..setAsEdge(
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Vector2(
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radius * cos(20 * pi / 180),
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radius * sin(20 * pi / 180),
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),
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Vector2(
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radius * cos(340 * pi / 180),
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radius * sin(340 * pi / 180),
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),
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);
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..angle = 90 * pi / 180
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(entranceShape)..isSensor = true,
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);
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}
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}
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/// {@template spaceship_hole}
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/// A sensor [BodyComponent] responsible for sending the [Ball]
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/// back to the board.
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/// {@endtemplate}
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class SpaceshipHole extends BodyComponent with InitialPosition {
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/// {@macro spaceship_hole}
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SpaceshipHole();
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@override
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Body createBody() {
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renderBody = false;
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final circleShape = CircleShape()..radius = _spaceShipSize / 80;
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(circleShape)
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..isSensor = true
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..filter.maskBits = _spaceShipBits
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..filter.categoryBits = _spaceShipBits,
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);
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}
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}
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/// {@template spaceship_wall}
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/// A [BodyComponent] that provides the collision for the wall
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/// surrounding the spaceship, with a small opening to allow the
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/// [Ball] to get inside the spaceship saucer.
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/// It also contains the [SpriteComponent] for the lower wall
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/// {@endtemplate}
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class SpaceshipWall extends BodyComponent with InitialPosition {
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/// {@macro spaceship_wall}
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SpaceshipWall() : super(priority: 4);
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/// Sprite path for the lower wall
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static const lowerWallPath = 'components/spaceship/lower.png';
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = await gameRef.loadSprite(lowerWallPath);
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await add(
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SpriteComponent(
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sprite: sprite,
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size: Vector2(_spaceShipSize, (_spaceShipSize / 2) + 1),
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anchor: Anchor.center,
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position: Vector2(-_spaceShipSize / 4, 0),
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angle: 90 * pi / 180,
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),
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);
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}
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@override
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Body createBody() {
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renderBody = false;
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const radius = _spaceShipSize / 2;
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final wallShape = ChainShape()
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..createChain(
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[
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for (var angle = 20; angle <= 340; angle++)
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Vector2(
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radius * cos(angle * pi / 180),
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radius * sin(angle * pi / 180),
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),
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],
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);
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..angle = 90 * pi / 180
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(wallShape)
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..restitution = 1
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..filter.maskBits = _spaceShipBits
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..filter.categoryBits = _spaceShipBits,
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);
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}
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}
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/// [ContactCallback] that handles the contact between the [Ball]
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/// and the [SpaceshipEntrance].
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///
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/// It modifies the [Ball] priority and filter data so it can appear on top of
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/// the spaceship and also only collide with the spaceship.
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// TODO(alestiago): modify once Layer is implemented in Spaceship.
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class SpaceshipEntranceBallContactCallback
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extends ContactCallback<SpaceshipEntrance, Ball> {
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@override
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void begin(SpaceshipEntrance entrance, Ball ball, _) {
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ball
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..priority = 3
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..gameRef.reorderChildren();
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for (final fixture in ball.body.fixtures) {
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fixture.filterData.categoryBits = _spaceShipBits;
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fixture.filterData.maskBits = _spaceShipBits;
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}
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}
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}
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/// [ContactCallback] that handles the contact between the [Ball]
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/// and a [SpaceshipHole].
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///
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/// It resets the [Ball] priority and filter data so it will "be back" on the
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/// board.
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// TODO(alestiago): modify once Layer is implemented in Spaceship.
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class SpaceshipHoleBallContactCallback
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extends ContactCallback<SpaceshipHole, Ball> {
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@override
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void begin(SpaceshipHole hole, Ball ball, _) {
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ball
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..priority = 1
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..gameRef.reorderChildren();
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for (final fixture in ball.body.fixtures) {
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fixture.filterData.categoryBits = 0xFFFF;
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fixture.filterData.maskBits = 0x0001;
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}
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}
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}
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@ -0,0 +1,103 @@
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter_test/flutter_test.dart';
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import 'package:mocktail/mocktail.dart';
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import 'package:pinball/game/game.dart';
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import '../../helpers/helpers.dart';
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void main() {
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group('Spaceship', () {
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late Filter filterData;
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late Fixture fixture;
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late Body body;
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late PinballGame game;
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late Ball ball;
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late SpaceshipEntrance entrance;
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late SpaceshipHole hole;
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setUp(() {
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filterData = MockFilter();
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fixture = MockFixture();
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when(() => fixture.filterData).thenReturn(filterData);
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body = MockBody();
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when(() => body.fixtures).thenReturn([fixture]);
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game = MockPinballGame();
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ball = MockBall();
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when(() => ball.gameRef).thenReturn(game);
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when(() => ball.body).thenReturn(body);
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entrance = MockSpaceshipEntrance();
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hole = MockSpaceshipHole();
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});
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group('SpaceshipEntranceBallContactCallback', () {
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test('changes the ball priority on contact', () {
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SpaceshipEntranceBallContactCallback().begin(
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entrance,
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ball,
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MockContact(),
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);
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verify(() => ball.priority = 3).called(1);
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});
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test('re order the game children', () {
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SpaceshipEntranceBallContactCallback().begin(
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entrance,
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ball,
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MockContact(),
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);
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verify(game.reorderChildren).called(1);
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});
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test('changes the filter data from the ball fixtures', () {
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SpaceshipEntranceBallContactCallback().begin(
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entrance,
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ball,
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MockContact(),
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);
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verify(() => filterData.maskBits = 0x0002).called(1);
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verify(() => filterData.categoryBits = 0x0002).called(1);
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});
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});
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group('SpaceshipHoleBallContactCallback', () {
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test('changes the ball priority on contact', () {
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SpaceshipHoleBallContactCallback().begin(
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hole,
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ball,
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MockContact(),
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);
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verify(() => ball.priority = 1).called(1);
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});
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|
test('re order the game children', () {
|
||||||
|
SpaceshipHoleBallContactCallback().begin(
|
||||||
|
hole,
|
||||||
|
ball,
|
||||||
|
MockContact(),
|
||||||
|
);
|
||||||
|
|
||||||
|
verify(game.reorderChildren).called(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
test('changes the filter data from the ball fixtures', () {
|
||||||
|
SpaceshipHoleBallContactCallback().begin(
|
||||||
|
hole,
|
||||||
|
ball,
|
||||||
|
MockContact(),
|
||||||
|
);
|
||||||
|
|
||||||
|
verify(() => filterData.categoryBits = 0xFFFF).called(1);
|
||||||
|
verify(() => filterData.maskBits = 0x0001).called(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
Loading…
Reference in new issue