mirror of https://github.com/flutter/pinball.git
parent
3d5ff5e0e2
commit
4fa430fd77
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export 'multiball_blinking_behavior.dart';
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import 'package:flame/components.dart';
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import 'package:pinball_components/pinball_components.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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/// {@template multiball_blinking_behavior}
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/// Makes a [Multiball] blink back to [MultiballState.lit] when
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/// [MultiballState.dimmed].
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/// {@endtemplate}
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class MultiballBlinkingBehavior extends TimerComponent
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with ParentIsA<Multiball> {
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/// {@macro multiball_blinking_behavior}
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MultiballBlinkingBehavior() : super(period: 0.05);
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void _onNewState(MultiballState state) {
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switch (state) {
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case MultiballState.lit:
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break;
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case MultiballState.dimmed:
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timer
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..reset()
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..start();
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break;
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}
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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timer.stop();
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parent.bloc.stream.listen(_onNewState);
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}
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@override
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void onTick() {
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super.onTick();
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timer.stop();
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parent.bloc.onBlinked();
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}
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}
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// ignore_for_file: public_member_api_docs
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import 'package:bloc/bloc.dart';
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part 'multiball_state.dart';
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class MultiballCubit extends Cubit<MultiballState> {
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MultiballCubit() : super(MultiballState.dimmed);
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void animate() {
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emit(MultiballState.lit);
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}
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void onBlinked() {
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emit(MultiballState.dimmed);
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}
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}
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// ignore_for_file: comment_references, public_member_api_docs
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part of 'multiball_cubit.dart';
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/// Indicates the different sprite states for [MultiballSpriteGroupComponent].
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enum MultiballState {
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lit,
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dimmed,
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}
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import 'dart:math' as math;
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import 'package:flame/components.dart';
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import 'package:flutter/material.dart';
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import 'package:pinball_components/gen/assets.gen.dart';
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import 'package:pinball_components/src/components/multiball/behaviors/behaviors.dart';
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import 'package:pinball_components/src/pinball_components.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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export 'cubit/multiball_cubit.dart';
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/// {@template multiball}
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/// A [Component] for the multiball over the board.
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/// {@endtemplate}
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class Multiball extends Component {
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/// {@macro multiball}
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Multiball._({
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required Vector2 position,
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required String onAssetPath,
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required String offAssetPath,
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double rotation = 0,
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Iterable<Component>? children,
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required this.bloc,
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}) : super(
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children: [
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MultiballBlinkingBehavior(),
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MultiballSpriteGroupComponent(
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position: position,
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onAssetPath: onAssetPath,
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offAssetPath: offAssetPath,
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rotation: rotation,
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state: bloc.state,
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),
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...?children,
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],
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);
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/// {@macro multiball}
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Multiball.a({
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Iterable<Component>? children,
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}) : this._(
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position: Vector2(-23, 7.5),
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onAssetPath: Assets.images.multiball.a.lit.keyName,
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offAssetPath: Assets.images.multiball.a.dimmed.keyName,
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rotation: -24 * math.pi / 180,
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bloc: MultiballCubit(),
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children: children,
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);
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/// {@macro multiball}
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Multiball.b({
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Iterable<Component>? children,
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}) : this._(
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position: Vector2(-7, -6.5),
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onAssetPath: Assets.images.multiball.b.lit.keyName,
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offAssetPath: Assets.images.multiball.b.dimmed.keyName,
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rotation: -5 * math.pi / 180,
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bloc: MultiballCubit(),
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children: children,
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);
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/// {@macro multiball}
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Multiball.c({
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Iterable<Component>? children,
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}) : this._(
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position: Vector2(-0.5, -9.5),
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onAssetPath: Assets.images.multiball.c.lit.keyName,
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offAssetPath: Assets.images.multiball.c.dimmed.keyName,
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rotation: 3 * math.pi / 180,
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bloc: MultiballCubit(),
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children: children,
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);
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/// {@macro multiball}
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Multiball.d({
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Iterable<Component>? children,
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}) : this._(
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position: Vector2(15, 7),
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onAssetPath: Assets.images.multiball.d.lit.keyName,
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offAssetPath: Assets.images.multiball.d.dimmed.keyName,
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rotation: 24 * math.pi / 180,
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bloc: MultiballCubit(),
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children: children,
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);
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/// Creates an [Multiball] without any children.
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///
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/// This can be used for testing [Multiball]'s behaviors in isolation.
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// TODO(alestiago): Refactor injecting bloc once the following is merged:
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// https://github.com/flame-engine/flame/pull/1538
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@visibleForTesting
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Multiball.test({
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required this.bloc,
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});
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// TODO(alestiago): Consider refactoring once the following is merged:
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// https://github.com/flame-engine/flame/pull/1538
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// ignore: public_member_api_docs
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final MultiballCubit bloc;
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@override
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void onRemove() {
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bloc.close();
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super.onRemove();
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}
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/// Animates the [Multiball].
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Future<void> animate() async {
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final spriteGroupComponent = firstChild<MultiballSpriteGroupComponent>();
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for (var i = 0; i < 5; i++) {
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spriteGroupComponent?.current = MultiballState.lit;
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await Future<void>.delayed(const Duration(milliseconds: 100));
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spriteGroupComponent?.current = MultiballState.dimmed;
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await Future<void>.delayed(const Duration(milliseconds: 100));
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}
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}
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}
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/// {@template multiball_sprite_group_component}
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/// A [SpriteGroupComponent] for the multiball over the board.
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/// {@endtemplate}
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@visibleForTesting
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class MultiballSpriteGroupComponent extends SpriteGroupComponent<MultiballState>
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with HasGameRef, ParentIsA<Multiball> {
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/// {@macro multiball_sprite_group_component}
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MultiballSpriteGroupComponent({
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required Vector2 position,
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required String onAssetPath,
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required String offAssetPath,
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required double rotation,
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required MultiballState state,
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}) : _onAssetPath = onAssetPath,
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_offAssetPath = offAssetPath,
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super(
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anchor: Anchor.center,
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position: position,
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angle: rotation,
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current: state,
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);
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final String _onAssetPath;
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final String _offAssetPath;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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parent.bloc.stream.listen((state) => current = state);
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final sprites = {
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MultiballState.lit: Sprite(gameRef.images.fromCache(_onAssetPath)),
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MultiballState.dimmed: Sprite(gameRef.images.fromCache(_offAssetPath)),
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};
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this.sprites = sprites;
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current = MultiballState.dimmed;
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size = sprites[current]!.originalSize / 10;
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}
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}
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