mirror of https://github.com/flutter/pinball.git
parent
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commit
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// ignore_for_file: avoid_renaming_method_parameters
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import 'dart:async';
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame_bloc/flame_bloc.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/material.dart';
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import 'package:pinball/game/game.dart';
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import 'package:pinball_components/pinball_components.dart';
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/// {@template bonus_word}
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/// Loads all [BonusLetter]s to compose a [BonusWord].
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/// {@endtemplate}
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class BonusWord extends Component
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with BlocComponent<GameBloc, GameState>, HasGameRef<PinballGame> {
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/// {@macro bonus_word}
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BonusWord({required Vector2 position}) : _position = position;
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final Vector2 _position;
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@override
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bool listenWhen(GameState? previousState, GameState newState) {
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return (previousState?.bonusHistory.length ?? 0) <
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newState.bonusHistory.length &&
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newState.bonusHistory.last == GameBonus.word;
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}
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@override
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void onNewState(GameState state) {
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if (state.bonusHistory.last == GameBonus.word) {
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gameRef.audio.googleBonus();
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final letters = children.whereType<BonusLetter>().toList();
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for (var i = 0; i < letters.length; i++) {
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final letter = letters[i];
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letter
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..isEnabled = false
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..add(
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SequenceEffect(
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[
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ColorEffect(
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i.isOdd
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? BonusLetter._activeColor
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: BonusLetter._disableColor,
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const Offset(0, 1),
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EffectController(duration: 0.25),
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),
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ColorEffect(
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i.isOdd
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? BonusLetter._disableColor
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: BonusLetter._activeColor,
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const Offset(0, 1),
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EffectController(duration: 0.25),
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),
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],
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repeatCount: 4,
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)..onFinishCallback = () {
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letter
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..isEnabled = true
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..add(
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ColorEffect(
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BonusLetter._disableColor,
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const Offset(0, 1),
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EffectController(duration: 0.25),
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),
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);
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},
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);
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}
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}
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final offsets = [
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Vector2(-12.92, 1.82),
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Vector2(-8.33, -0.65),
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Vector2(-2.88, -1.75),
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];
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offsets.addAll(
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offsets.reversed
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.map(
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(offset) => Vector2(-offset.x, offset.y),
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)
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.toList(),
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);
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assert(offsets.length == GameBloc.bonusWord.length, 'Invalid positions');
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final letters = <BonusLetter>[];
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for (var i = 0; i < GameBloc.bonusWord.length; i++) {
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letters.add(
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BonusLetter(
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letter: GameBloc.bonusWord[i],
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index: i,
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)..initialPosition = _position + offsets[i],
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);
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}
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await addAll(letters);
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}
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}
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/// {@template bonus_letter}
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/// [BodyType.static] sensor component, part of a word bonus,
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/// which will activate its letter after contact with a [Ball].
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/// {@endtemplate}
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class BonusLetter extends BodyComponent<PinballGame>
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with BlocComponent<GameBloc, GameState>, InitialPosition {
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/// {@macro bonus_letter}
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BonusLetter({
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required String letter,
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required int index,
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}) : _letter = letter,
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_index = index {
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paint = Paint()..color = _disableColor;
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}
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/// The size of the [BonusLetter].
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static final size = Vector2.all(3.7);
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static const _activeColor = Colors.green;
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static const _disableColor = Colors.red;
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final String _letter;
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final int _index;
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/// Indicates if a [BonusLetter] can be activated on [Ball] contact.
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///
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/// It is disabled whilst animating and enabled again once the animation
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/// completes. The animation is triggered when [GameBonus.word] is
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/// awarded.
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bool isEnabled = true;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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await add(
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TextComponent(
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position: Vector2(-1, -1),
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text: _letter,
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textRenderer: TextPaint(
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style: const TextStyle(fontSize: 2, color: Colors.white),
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),
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),
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);
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}
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@override
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Body createBody() {
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final shape = CircleShape()..radius = size.x / 2;
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final fixtureDef = FixtureDef(shape)..isSensor = true;
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final bodyDef = BodyDef()
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..position = initialPosition
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..userData = this
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..type = BodyType.static;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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@override
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bool listenWhen(GameState? previousState, GameState newState) {
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final wasActive = previousState?.isLetterActivated(_index) ?? false;
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final isActive = newState.isLetterActivated(_index);
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return wasActive != isActive;
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}
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@override
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void onNewState(GameState state) {
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final isActive = state.isLetterActivated(_index);
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add(
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ColorEffect(
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isActive ? _activeColor : _disableColor,
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const Offset(0, 1),
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EffectController(duration: 0.25),
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),
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);
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}
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/// Activates this [BonusLetter], if it's not already activated.
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void activate() {
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final isActive = state?.isLetterActivated(_index) ?? false;
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if (!isActive) {
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gameRef.read<GameBloc>().add(BonusLetterActivated(_index));
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}
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}
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}
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/// Triggers [BonusLetter.activate] method when a [BonusLetter] and a [Ball]
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/// come in contact.
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class BonusLetterBallContactCallback
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extends ContactCallback<Ball, BonusLetter> {
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@override
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void begin(Ball ball, BonusLetter bonusLetter, Contact contact) {
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if (bonusLetter.isEnabled) {
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bonusLetter.activate();
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}
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}
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}
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