Merge branch 'main' into refactor/left-boundary-curve

pull/238/head
Allison Ryan 3 years ago committed by GitHub
commit 7141979f10
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import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_flame/pinball_flame.dart';
/// {@template bumping_behavior}
/// Makes any [BodyComponent] that contacts with [parent] bounce off.
/// {@endtemplate}
class BumpingBehavior extends ContactBehavior {
/// {@macro bumping_behavior}
BumpingBehavior({required double strength}) : _strength = strength;
/// Determines how strong the bump is.
final double _strength;
@override
void postSolve(Object other, Contact contact, ContactImpulse impulse) {
super.postSolve(other, contact, impulse);
if (other is! BodyComponent) return;
other.body.applyLinearImpulse(
contact.manifold.localPoint
..normalize()
..multiply(Vector2.all(other.body.mass * _strength)),
);
}
}

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// ignore_for_file: cascade_invocations
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flame_test/flame_test.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:mocktail/mocktail.dart';
import 'package:pinball_components/src/components/bumping_behavior.dart';
import '../../helpers/helpers.dart';
import 'layer_test.dart';
class MockContactImpulse extends Mock implements ContactImpulse {}
class MockManifold extends Mock implements Manifold {}
class TestHeavyBodyComponent extends BodyComponent {
@override
Body createBody() {
final shape = CircleShape();
return world.createBody(
BodyDef(
type: BodyType.dynamic,
),
)..createFixtureFromShape(shape, 20);
}
}
void main() {
TestWidgetsFlutterBinding.ensureInitialized();
final flameTester = FlameTester(TestGame.new);
group('BumpingBehavior', () {
flameTester.test('can be added', (game) async {
final behavior = BumpingBehavior(strength: 0);
final component = TestBodyComponent();
await component.add(behavior);
await game.ensureAdd(component);
});
flameTester.testGameWidget(
'the bump is greater when the strengh is greater',
setUp: (game, tester) async {
final component1 = TestBodyComponent();
final behavior1 = BumpingBehavior(strength: 1);
await component1.add(behavior1);
final component2 = TestBodyComponent();
final behavior2 = BumpingBehavior(strength: 2);
await component2.add(behavior2);
final dummy1 = TestHeavyBodyComponent();
final dummy2 = TestHeavyBodyComponent();
await game.ensureAddAll([
component1,
component2,
dummy1,
dummy2,
]);
expect(dummy1.body.inverseMass, greaterThan(0));
expect(dummy2.body.inverseMass, greaterThan(0));
final contact = MockContact();
final manifold = MockManifold();
final contactImpulse = MockContactImpulse();
when(() => manifold.localPoint).thenReturn(Vector2.all(1));
when(() => contact.manifold).thenReturn(manifold);
behavior1.postSolve(dummy1, contact, contactImpulse);
behavior2.postSolve(dummy2, contact, contactImpulse);
expect(
dummy2.body.linearVelocity.x,
greaterThan(dummy1.body.linearVelocity.x),
);
expect(
dummy2.body.linearVelocity.y,
greaterThan(dummy1.body.linearVelocity.y),
);
},
);
});
}
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