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@ -120,13 +120,20 @@ void main() {
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});
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group('PlungerAnchorPrismaticJointDef', () {
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final plunger = Plunger(Vector2.zero())..createBody();
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final anchor = Plunger(Vector2(0, -5))..createBody();
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late Plunger plunger;
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late Plunger anchor;
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setUp(() {
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plunger = Plunger(Vector2.zero());
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anchor = Plunger(Vector2(0, -5));
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});
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group('initializes with', () {
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flameTester.test(
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'plunger as bodyA',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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@ -139,6 +146,8 @@ void main() {
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flameTester.test(
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'anchor as bodyB',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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@ -152,6 +161,8 @@ void main() {
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flameTester.test(
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'limits enabled',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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@ -165,6 +176,8 @@ void main() {
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flameTester.test(
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'lower translation limit as negative infinity',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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@ -178,6 +191,8 @@ void main() {
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flameTester.test(
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'connected body collison enabled',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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