|
|
|
@ -21,6 +21,8 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
|
|
|
|
|
/// Distance the plunger can lower.
|
|
|
|
|
final double compressionDistance;
|
|
|
|
|
|
|
|
|
|
final _PlungerSpriteComponent _spriteComponent = _PlungerSpriteComponent();
|
|
|
|
|
|
|
|
|
|
List<FixtureDef> _createFixtureDefs() {
|
|
|
|
|
final fixturesDef = <FixtureDef>[];
|
|
|
|
|
|
|
|
|
@ -69,6 +71,7 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
|
|
|
|
|
/// Set a constant downward velocity on the [Plunger].
|
|
|
|
|
void pull() {
|
|
|
|
|
body.linearVelocity = Vector2(0, 7);
|
|
|
|
|
_spriteComponent.pull();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// Set an upward velocity on the [Plunger].
|
|
|
|
@ -78,6 +81,7 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
|
|
|
|
|
void release() {
|
|
|
|
|
final velocity = (initialPosition.y - body.position.y) * 5;
|
|
|
|
|
body.linearVelocity = Vector2(0, velocity);
|
|
|
|
|
_spriteComponent.release();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// Anchors the [Plunger] to the [PrismaticJoint] that controls its vertical
|
|
|
|
@ -100,47 +104,81 @@ class Plunger extends BodyComponent with InitialPosition, Layered {
|
|
|
|
|
Future<void> onLoad() async {
|
|
|
|
|
await super.onLoad();
|
|
|
|
|
await _anchorToJoint();
|
|
|
|
|
renderBody = true;
|
|
|
|
|
await add(_PlungerSpriteComponent());
|
|
|
|
|
renderBody = false;
|
|
|
|
|
await add(_spriteComponent);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class _PlungerSpriteComponent extends SpriteComponent with HasGameRef {
|
|
|
|
|
/*
|
|
|
|
|
class _PlungerSpriteComponent extends SpriteAnimationComponent with HasGameRef {
|
|
|
|
|
_PlungerSpriteComponent()
|
|
|
|
|
: super(
|
|
|
|
|
anchor: Anchor.center,
|
|
|
|
|
playing: false,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
late final SpriteAnimation _pullAnimation;
|
|
|
|
|
|
|
|
|
|
late final SpriteAnimation _releaseAnimation;
|
|
|
|
|
|
|
|
|
|
void pull() {
|
|
|
|
|
print('PLAYING pullAnimation');
|
|
|
|
|
if (animation != _pullAnimation) {
|
|
|
|
|
print('set animation to _pullAnimation');
|
|
|
|
|
animation = _pullAnimation;
|
|
|
|
|
}
|
|
|
|
|
//playing = true;
|
|
|
|
|
playing = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void release() {
|
|
|
|
|
print('PLAYING releaseAnimation');
|
|
|
|
|
if (animation != _releaseAnimation) {
|
|
|
|
|
print('set animation to _releaseAnimation');
|
|
|
|
|
animation = _releaseAnimation;
|
|
|
|
|
//playing = true;
|
|
|
|
|
playing = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
@override
|
|
|
|
|
Future<void> onLoad() async {
|
|
|
|
|
await super.onLoad();
|
|
|
|
|
final sprite = await gameRef.loadSprite(
|
|
|
|
|
final spriteSheet = await gameRef.images.load(
|
|
|
|
|
Assets.images.plunger.plunger.keyName,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
this.sprite = sprite;
|
|
|
|
|
size = sprite.originalSize / 10;
|
|
|
|
|
anchor = Anchor.center;
|
|
|
|
|
position = Vector2(1.5, 13.4);
|
|
|
|
|
angle = -0.008;
|
|
|
|
|
const amountPerRow = 20;
|
|
|
|
|
const amountPerColumn = 1;
|
|
|
|
|
|
|
|
|
|
final textureSize = Vector2(
|
|
|
|
|
spriteSheet.width / amountPerRow,
|
|
|
|
|
spriteSheet.height / amountPerColumn,
|
|
|
|
|
);
|
|
|
|
|
size = textureSize / 10;
|
|
|
|
|
|
|
|
|
|
// TODO(ruimiguel): we only need plunger pull animation, and release is just
|
|
|
|
|
// to reverse it, so we need to divide by 2 while we don't have only half of
|
|
|
|
|
// the animation (but amountPerRow and amountPerColumn needs to be correct
|
|
|
|
|
// in order of calculate textureSize correctly).
|
|
|
|
|
_pullAnimation = SpriteAnimation.fromFrameData(
|
|
|
|
|
spriteSheet,
|
|
|
|
|
SpriteAnimationData.sequenced(
|
|
|
|
|
amount: amountPerRow * amountPerColumn ~/ 2,
|
|
|
|
|
amountPerRow: amountPerRow ~/ 2,
|
|
|
|
|
stepTime: 1 / 24,
|
|
|
|
|
textureSize: textureSize,
|
|
|
|
|
texturePosition: Vector2(0, 0),
|
|
|
|
|
loop: false,
|
|
|
|
|
),
|
|
|
|
|
);
|
|
|
|
|
_releaseAnimation = _pullAnimation.reversed();
|
|
|
|
|
|
|
|
|
|
animation = _pullAnimation;
|
|
|
|
|
position = Vector2(1.87, 15.5);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@override
|
|
|
|
|
void update(double dt) {
|
|
|
|
|
super.update(dt);
|
|
|
|
|
if (animation != null) {
|
|
|
|
|
if (animation!.isLastFrame) {
|
|
|
|
|
playing = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|