refactor: redimension curves

pull/110/head
Allison Ryan 4 years ago
parent 04e4f0991d
commit 75291ae260

@ -12,10 +12,7 @@ import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@endtemplate} /// {@endtemplate}
class SpaceshipExitRail extends Forge2DBlueprint { class SpaceshipExitRail extends Forge2DBlueprint {
/// {@macro spaceship_exit_rail} /// {@macro spaceship_exit_rail}
SpaceshipExitRail({required this.position}); SpaceshipExitRail();
/// The [position] where the elements will be created
final Vector2 position;
@override @override
void build(_) { void build(_) {
@ -23,17 +20,16 @@ class SpaceshipExitRail extends Forge2DBlueprint {
SpaceshipExitRailEndBallContactCallback(), SpaceshipExitRailEndBallContactCallback(),
]); ]);
final spaceshipExitRailRamp = _SpaceshipExitRailRamp() final exitRailRamp = _SpaceshipExitRailRamp();
..initialPosition = position; final exitRailEnd = SpaceshipExitRailEnd();
final exitRail = SpaceshipExitRailEnd()
..initialPosition = position + _SpaceshipExitRailRamp.exitPoint;
final topBase = _SpaceshipExitRailBase(radius: 0.55) final topBase = _SpaceshipExitRailBase(radius: 0.55)
..initialPosition = position + Vector2(12, -11.5); ..initialPosition = Vector2(-26.15, 18.65);
final bottomBase = _SpaceshipExitRailBase(radius: 0.8) final bottomBase = _SpaceshipExitRailBase(radius: 0.8)
..initialPosition = position + Vector2(12.8, -43.5); ..initialPosition = Vector2(-25.5, -12.9);
addAll([ addAll([
spaceshipExitRailRamp, exitRailRamp,
exitRail, exitRailEnd,
topBase, topBase,
bottomBase, bottomBase,
]); ]);
@ -47,105 +43,77 @@ class _SpaceshipExitRailRamp extends BodyComponent
layer = Layer.spaceshipExitRail; layer = Layer.spaceshipExitRail;
} }
static final exitPoint = Vector2(9.2, -48.5);
List<FixtureDef> _createFixtureDefs() { List<FixtureDef> _createFixtureDefs() {
const entranceRotationAngle = 175 * math.pi / 180;
const curveRotationAngle = 275 * math.pi / 180;
const exitRotationAngle = 340 * math.pi / 180;
const width = 5.5;
final fixturesDefs = <FixtureDef>[]; final fixturesDefs = <FixtureDef>[];
final entranceWall = ArcShape( final topArcShape = ArcShape(
center: Vector2(width / 2, 0), center: Vector2(-35.5, 30.9),
arcRadius: width / 2, arcRadius: 2.5,
angle: math.pi, angle: math.pi,
rotation: entranceRotationAngle, rotation: 2.9,
); );
final entranceFixtureDef = FixtureDef(entranceWall); final topArcFixtureDef = FixtureDef(topArcShape);
fixturesDefs.add(entranceFixtureDef); fixturesDefs.add(topArcFixtureDef);
final topLeftControlPoints = [
Vector2(0, 0),
Vector2(10, .5),
Vector2(7, 4),
Vector2(15.5, 8.3),
];
final topLeftCurveShape = BezierCurveShape( final topLeftCurveShape = BezierCurveShape(
controlPoints: topLeftControlPoints, controlPoints: [
)..rotate(curveRotationAngle); Vector2(-37.9, 30.4),
final topLeftFixtureDef = FixtureDef(topLeftCurveShape); Vector2(-38, 23.9),
fixturesDefs.add(topLeftFixtureDef); Vector2(-30.93, 18.2),
],
final topRightControlPoints = [ );
Vector2(0, width), final topLeftCurveFixtureDef = FixtureDef(topLeftCurveShape);
Vector2(10, 6.5), fixturesDefs.add(topLeftCurveFixtureDef);
Vector2(7, 10),
Vector2(15.5, 13.2), final middleLeftCurveShape = BezierCurveShape(
]; controlPoints: [
final topRightCurveShape = BezierCurveShape( Vector2(-30.93, 18.2),
controlPoints: topRightControlPoints, Vector2(-22.6, 10.3),
)..rotate(curveRotationAngle); Vector2(-30, 0.2),
final topRightFixtureDef = FixtureDef(topRightCurveShape); ],
fixturesDefs.add(topRightFixtureDef); );
final middleLeftCurveFixtureDef = FixtureDef(middleLeftCurveShape);
final mediumLeftControlPoints = [ fixturesDefs.add(middleLeftCurveFixtureDef);
topLeftControlPoints.last,
Vector2(21, 12.9),
Vector2(30, 7.1),
Vector2(32, 4.8),
];
final mediumLeftCurveShape = BezierCurveShape(
controlPoints: mediumLeftControlPoints,
)..rotate(curveRotationAngle);
final mediumLeftFixtureDef = FixtureDef(mediumLeftCurveShape);
fixturesDefs.add(mediumLeftFixtureDef);
final mediumRightControlPoints = [
topRightControlPoints.last,
Vector2(21, 17.2),
Vector2(30, 12.1),
Vector2(32, 10.2),
];
final mediumRightCurveShape = BezierCurveShape(
controlPoints: mediumRightControlPoints,
)..rotate(curveRotationAngle);
final mediumRightFixtureDef = FixtureDef(mediumRightCurveShape);
fixturesDefs.add(mediumRightFixtureDef);
final bottomLeftControlPoints = [
mediumLeftControlPoints.last,
Vector2(40, -1),
Vector2(48, 1.9),
Vector2(50.5, 2.5),
];
final bottomLeftCurveShape = BezierCurveShape( final bottomLeftCurveShape = BezierCurveShape(
controlPoints: bottomLeftControlPoints, controlPoints: [
)..rotate(curveRotationAngle); Vector2(-30, 0.2),
final bottomLeftFixtureDef = FixtureDef(bottomLeftCurveShape); Vector2(-36, -8.6),
fixturesDefs.add(bottomLeftFixtureDef); Vector2(-32.04, -18.3),
],
final bottomRightControlPoints = [ );
mediumRightControlPoints.last, final bottomLeftCurveFixtureDef = FixtureDef(bottomLeftCurveShape);
Vector2(40, 4), fixturesDefs.add(bottomLeftCurveFixtureDef);
Vector2(46, 6.5),
Vector2(48.8, 7.6), final topRightCurveShape = BezierCurveShape(
]; controlPoints: [
Vector2(-33, 31.3),
Vector2(-33.2, 26.4),
Vector2(-27.2, 21.3),
],
);
final topRightCurveFixtureDef = FixtureDef(topRightCurveShape);
fixturesDefs.add(topRightCurveFixtureDef);
final middleRightCurveShape = BezierCurveShape(
controlPoints: [
Vector2(-27.2, 21.3),
Vector2(-16.5, 11.4),
Vector2(-25.29, -1.7),
],
);
final middleRightCurveFixtureDef = FixtureDef(middleRightCurveShape);
fixturesDefs.add(middleRightCurveFixtureDef);
final bottomRightCurveShape = BezierCurveShape( final bottomRightCurveShape = BezierCurveShape(
controlPoints: bottomRightControlPoints, controlPoints: [
)..rotate(curveRotationAngle); Vector2(-25.29, -1.7),
final bottomRightFixtureDef = FixtureDef(bottomRightCurveShape); Vector2(-29.91, -8.5),
fixturesDefs.add(bottomRightFixtureDef); Vector2(-26.8, -15.7),
],
final exitWall = ArcShape(
center: exitPoint,
arcRadius: width / 2,
angle: math.pi,
rotation: exitRotationAngle,
); );
final exitFixtureDef = FixtureDef(exitWall); final bottomRightCurveFixtureDef = FixtureDef(bottomRightCurveShape);
fixturesDefs.add(exitFixtureDef); fixturesDefs.add(bottomRightCurveFixtureDef);
return fixturesDefs; return fixturesDefs;
} }
@ -165,10 +133,10 @@ class _SpaceshipExitRailRamp extends BodyComponent
@override @override
Future<void> onLoad() async { Future<void> onLoad() async {
await super.onLoad(); await super.onLoad();
await _loadBackground(); await _loadSprite();
} }
Future<void> _loadBackground() async { Future<void> _loadSprite() async {
final sprite = await gameRef.loadSprite( final sprite = await gameRef.loadSprite(
Assets.images.components.spaceshipDropTube.path, Assets.images.components.spaceshipDropTube.path,
); );
@ -177,7 +145,7 @@ class _SpaceshipExitRailRamp extends BodyComponent
size: Vector2(17.5, 55.7), size: Vector2(17.5, 55.7),
anchor: Anchor.center, anchor: Anchor.center,
) )
..position = Vector2(8.7, 24.5) ..position = Vector2(-29.4, -5.7)
..priority = 2; ..priority = 2;
await add(spriteComponent); await add(spriteComponent);
@ -187,6 +155,7 @@ class _SpaceshipExitRailRamp extends BodyComponent
class _SpaceshipExitRailBase extends BodyComponent class _SpaceshipExitRailBase extends BodyComponent
with InitialPosition, Layered { with InitialPosition, Layered {
_SpaceshipExitRailBase({required this.radius}) : super(priority: 5) { _SpaceshipExitRailBase({required this.radius}) : super(priority: 5) {
renderBody = false;
layer = Layer.board; layer = Layer.board;
} }
@ -200,8 +169,7 @@ class _SpaceshipExitRailBase extends BodyComponent
final bodyDef = BodyDef() final bodyDef = BodyDef()
..position = initialPosition ..position = initialPosition
..userData = this ..userData = this;
..type = BodyType.static;
return world.createBody(bodyDef)..createFixture(fixtureDef); return world.createBody(bodyDef)..createFixture(fixtureDef);
} }
@ -224,7 +192,12 @@ class SpaceshipExitRailEnd extends RampOpening {
@override @override
Shape get shape { Shape get shape {
return CircleShape()..radius = 1; return ArcShape(
center: Vector2(-29, -17.8),
arcRadius: 2.5,
angle: math.pi * 0.8,
rotation: -0.16,
);
} }
} }

@ -55,9 +55,7 @@ class PinballGame extends Forge2DGame
); );
unawaited( unawaited(
addFromBlueprint( addFromBlueprint(
SpaceshipExitRail( SpaceshipExitRail(),
position: Vector2(-34.3, 23.8),
),
), ),
); );

@ -82,7 +82,7 @@ List<Vector2> calculateEllipse({
/// For more information read: https://en.wikipedia.org/wiki/B%C3%A9zier_curve /// For more information read: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
List<Vector2> calculateBezierCurve({ List<Vector2> calculateBezierCurve({
required List<Vector2> controlPoints, required List<Vector2> controlPoints,
double step = 0.001, double step = 0.01,
}) { }) {
assert( assert(
0 <= step && step <= 1, 0 <= step && step <= 1,

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