fix: placed dino wall asset and shapes

pull/115/head
RuiAlonso 4 years ago
parent f0fb65ce8d
commit a849512000

@ -4,7 +4,6 @@ import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
@ -90,12 +89,7 @@ class BottomWallBallContactCallback extends ContactCallback<Ball, BottomWall> {
/// {@endtemplate}
class DinoTopWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall}
DinoTopWall() : super(priority: 2) {
// TODO(ruimiguel): remove color once sprites are added.
paint = Paint()
..color = const Color.fromARGB(255, 3, 188, 249)
..style = PaintingStyle.stroke;
}
DinoTopWall() : super(priority: 2);
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
@ -104,32 +98,69 @@ class DinoTopWall extends BodyComponent with InitialPosition {
PinballGame.boardPerspectiveAngle + math.pi / 2;
final bottomCurveControlPoints = [
Vector2(-4, 5),
Vector2(-5, 6.8),
Vector2(-9, 11.8),
Vector2(-9.5, 0),
Vector2(-8, 0),
Vector2(-9, 1.5),
Vector2(-8.5, 4),
Vector2(-6.6, 7.5),
];
final bottomCurveShape = BezierCurveShape(
controlPoints: bottomCurveControlPoints,
)..rotate(wallPerspectiveAngle);
fixturesDef.add(FixtureDef(bottomCurveShape));
final mediumCurveControlPoints = [
bottomCurveControlPoints.last.clone(),
Vector2(-4.3, 7),
Vector2(-4.8, 4.2),
Vector2(-1, 5),
];
final mediumCurveShape = BezierCurveShape(
controlPoints: mediumCurveControlPoints,
)..rotate(wallPerspectiveAngle);
fixturesDef.add(FixtureDef(mediumCurveShape));
final topCurveControlPoints = [
Vector2(-4, 5),
Vector2(2, 10),
Vector2(7, 10),
Vector2(17, 0),
mediumCurveControlPoints.last.clone(),
Vector2(1, 8.7),
Vector2(6, 9.3),
Vector2(13.5, 1),
];
final topCurveShape = BezierCurveShape(
controlPoints: topCurveControlPoints,
)..rotate(wallPerspectiveAngle);
fixturesDef.add(FixtureDef(topCurveShape));
final topStraightPoints = [
topCurveControlPoints.last.clone(),
Vector2(13.5, 0),
];
final topStraightShape = EdgeShape()
..set(
topStraightPoints.first.clone()..rotate(wallPerspectiveAngle),
topStraightPoints.last.clone()..rotate(wallPerspectiveAngle),
);
final topStraightFixtureDef = FixtureDef(topStraightShape);
fixturesDef.add(topStraightFixtureDef);
final wallStraightPoints = [
bottomCurveControlPoints.first.clone(),
topStraightPoints.last.clone(),
];
final wallStraightShape = EdgeShape()
..set(
wallStraightPoints.first..rotate(wallPerspectiveAngle),
wallStraightPoints.last..rotate(wallPerspectiveAngle),
);
final wallStraightFixtureDef = FixtureDef(wallStraightShape);
fixturesDef.add(wallStraightFixtureDef);
return fixturesDef;
}
@override
Body createBody() {
renderBody = false;
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
@ -162,7 +193,7 @@ class DinoTopWall extends BodyComponent with InitialPosition {
size: Vector2(10.6, 27.7),
anchor: Anchor.center,
)
..position = Vector2(-3.2, -4)
..position = Vector2(-3, -5)
..priority = -1;
await add(spriteComponent);

@ -77,7 +77,7 @@ class PinballGame extends Forge2DGame
await add(BottomWall());
createBoundaries(this).forEach(add);
await add(
DinoTopWall()..initialPosition = Vector2(31.5, 24.5), //Vector2(27, 24.5),
DinoTopWall()..initialPosition = Vector2(27.4, 23.1),
);
}
@ -119,7 +119,7 @@ class DebugPinballGame extends PinballGame with TapDetector {
@override
Future<void> onLoad() async {
await super.onLoad();
//await _loadBackground();
await _loadBackground();
}
// TODO(alestiago): Move to PinballGame once we have the real background

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