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@ -7,9 +7,9 @@ import 'package:pinball_components/pinball_components.dart';
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/// {@template focus_data}
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/// Defines a [Camera] focus point.
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/// {@endtemplate}
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class FocusData {
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/// {@template focus_data}
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FocusData({
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class _FocusData {
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/// {@macro focus_data}
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const _FocusData({
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required this.zoom,
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required this.position,
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});
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@ -24,7 +24,9 @@ class FocusData {
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/// Changes the game focus when the [GameBloc] status changes.
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class CameraFocusingBehavior extends Component
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with FlameBlocListenable<GameBloc, GameState>, HasGameRef {
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late final Map<String, FocusData> _foci;
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final Map<GameStatus, _FocusData> _foci = {};
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GameStatus? _activeFocus;
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@override
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bool listenWhen(GameState? previousState, GameState newState) {
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@ -32,51 +34,57 @@ class CameraFocusingBehavior extends Component
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}
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@override
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void onNewState(GameState state) {
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switch (state.status) {
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case GameStatus.waiting:
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break;
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case GameStatus.playing:
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_zoom(_foci['game']!);
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break;
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case GameStatus.gameOver:
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_zoom(_foci['backbox']!);
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break;
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void onNewState(GameState state) => _zoomTo(state.status);
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@override
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void onGameResize(Vector2 size) {
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_foci.addAll(
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{
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GameStatus.waiting: _FocusData(
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zoom: size.y / 175, // 16
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position: Vector2(0, -112),
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),
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GameStatus.playing: _FocusData(
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zoom: size.y / 165, // 18
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position: Vector2(0, -7.8),
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),
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GameStatus.gameOver: _FocusData(
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zoom: size.y / 109, // 10
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position: Vector2(0, -111),
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),
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},
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);
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if (_activeFocus != null) {
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_zoomTo(_activeFocus!);
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}
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super.onGameResize(size);
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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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_foci = {
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'game': FocusData(
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zoom: gameRef.size.y / 16,
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position: Vector2(0, -7.8),
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),
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'waiting': FocusData(
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zoom: gameRef.size.y / 18,
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position: Vector2(0, -112),
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),
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'backbox': FocusData(
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zoom: gameRef.size.y / 10,
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position: Vector2(0, -111),
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),
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};
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_snap(_foci['waiting']!);
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_snap(GameStatus.waiting);
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}
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void _snap(FocusData data) {
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void _snap(GameStatus focusKey) {
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_activeFocus = focusKey;
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final focusData = _foci[_activeFocus]!;
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gameRef.camera
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..speed = 100
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..followVector2(data.position)
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..zoom = data.zoom;
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..followVector2(focusData.position)
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..zoom = focusData.zoom;
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}
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void _zoom(FocusData data) {
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final zoom = CameraZoom(value: data.zoom);
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void _zoomTo(GameStatus focusKey) {
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_activeFocus = focusKey;
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final focusData = _foci[_activeFocus]!;
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final zoom = CameraZoom(value: focusData.zoom);
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zoom.completed.then((_) {
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gameRef.camera.moveTo(data.position);
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gameRef.camera.moveTo(focusData.position);
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});
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add(zoom);
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}
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