chore: rebase

pull/119/head
alestiago 4 years ago
parent a4afae8a78
commit 57fad7d422

@ -2,6 +2,7 @@ export 'ball.dart';
export 'baseboard.dart';
export 'board_dimensions.dart';
export 'board_side.dart';
export 'dash_nest_bumper.dart';
export 'dino_walls.dart';
export 'fire_effect.dart';
export 'flipper.dart';

@ -0,0 +1,142 @@
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template dash_nest_bumper}
/// Bumper with a nest appearance.
/// {@endtemplate}
abstract class DashNestBumper extends BodyComponent with InitialPosition {
/// {@macro dash_nest_bumper}
DashNestBumper._({
required String activeAssetPath,
required String inactiveAssetPath,
required SpriteComponent spriteComponent,
}) : _activeAssetPath = activeAssetPath,
_inactiveAssetPath = inactiveAssetPath,
_spriteComponent = spriteComponent;
final String _activeAssetPath;
late final Sprite _activeSprite;
final String _inactiveAssetPath;
late final Sprite _inactiveSprite;
final SpriteComponent _spriteComponent;
Future<void> _loadSprites() async {
// TODO(alestiago): I think ideally we would like to do:
// Sprite(path).load so we don't require to store the activeAssetPath and
// the inactive assetPath.
_inactiveSprite = await gameRef.loadSprite(_inactiveAssetPath);
_activeSprite = await gameRef.loadSprite(_activeAssetPath);
}
/// Activates the [DashNestBumper].
void activate() {
_spriteComponent
..sprite = _activeSprite
..size = _activeSprite.originalSize / 10;
}
/// Deactivates the [DashNestBumper].
void deactivate() {
_spriteComponent
..sprite = _inactiveSprite
..size = _inactiveSprite.originalSize / 10;
}
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadSprites();
// TODO(erickzanardo): Look into using onNewState instead.
// Currently doing: onNewState(gameRef.read<GameState>()) will throw an
// `Exception: build context is not available yet`
deactivate();
await add(_spriteComponent);
}
}
/// {@macro dash_nest_bumper}
class BigDashNestBumper extends DashNestBumper {
/// {@macro dash_nest_bumper}
BigDashNestBumper()
: super._(
activeAssetPath: Assets.images.dashBumper.main.active.keyName,
inactiveAssetPath: Assets.images.dashBumper.main.inactive.keyName,
spriteComponent: SpriteComponent(
anchor: Anchor.center,
),
);
@override
Body createBody() {
final shape = EllipseShape(
center: Vector2.zero(),
majorRadius: 4.85,
minorRadius: 3.95,
)..rotate(math.pi / 2);
final fixtureDef = FixtureDef(shape);
final bodyDef = BodyDef()
..position = initialPosition
..userData = this;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
/// {@macro dash_nest_bumper}
class SmallDashNestBumper extends DashNestBumper {
/// {@macro dash_nest_bumper}
SmallDashNestBumper._({
required String activeAssetPath,
required String inactiveAssetPath,
required SpriteComponent spriteComponent,
}) : super._(
activeAssetPath: activeAssetPath,
inactiveAssetPath: inactiveAssetPath,
spriteComponent: spriteComponent,
);
/// {@macro dash_nest_bumper}
SmallDashNestBumper.a()
: this._(
activeAssetPath: Assets.images.dashBumper.a.active.keyName,
inactiveAssetPath: Assets.images.dashBumper.a.inactive.keyName,
spriteComponent: SpriteComponent(
anchor: Anchor.center,
position: Vector2(0.35, -1.2),
),
);
/// {@macro dash_nest_bumper}
SmallDashNestBumper.b()
: this._(
activeAssetPath: Assets.images.dashBumper.b.active.keyName,
inactiveAssetPath: Assets.images.dashBumper.b.inactive.keyName,
spriteComponent: SpriteComponent(
anchor: Anchor.center,
position: Vector2(0.35, -1.2),
),
);
@override
Body createBody() {
final shape = EllipseShape(
center: Vector2.zero(),
majorRadius: 3,
minorRadius: 2.25,
)..rotate(math.pi / 2);
final fixtureDef = FixtureDef(shape)
..friction = 0
..restitution = 4;
final bodyDef = BodyDef()
..position = initialPosition
..userData = this;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
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