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@ -3,11 +3,20 @@ import 'dart:math' as math;
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import 'package:flame/components.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:flutter/services.dart';
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import 'package:pinball/game/game.dart';
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import 'package:pinball/gen/assets.gen.dart';
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const _leftFlipperKeys = [
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LogicalKeyboardKey.arrowLeft,
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LogicalKeyboardKey.keyA,
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];
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const _rightFlipperKeys = [
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LogicalKeyboardKey.arrowRight,
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LogicalKeyboardKey.keyD,
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];
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/// {@template flipper}
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/// A bat, typically found in pairs at the bottom of the board.
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///
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@ -15,43 +24,9 @@ import 'package:pinball/gen/assets.gen.dart';
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/// {@endtemplate flipper}
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class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
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/// {@macro flipper}
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Flipper._({
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Flipper({
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required this.side,
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required List<LogicalKeyboardKey> keys,
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}) : _keys = keys;
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Flipper._left()
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: this._(
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side: BoardSide.left,
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keys: [
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LogicalKeyboardKey.arrowLeft,
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LogicalKeyboardKey.keyA,
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],
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);
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Flipper._right()
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: this._(
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side: BoardSide.right,
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keys: [
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LogicalKeyboardKey.arrowRight,
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LogicalKeyboardKey.keyD,
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],
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);
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/// Constructs a [Flipper] from a [BoardSide].
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///
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/// A [Flipper._right] and [Flipper._left] besides being mirrored
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/// horizontally, also have different [LogicalKeyboardKey]s that control them.
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factory Flipper.fromSide({
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required BoardSide side,
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}) {
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switch (side) {
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case BoardSide.left:
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return Flipper._left();
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case BoardSide.right:
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return Flipper._right();
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}
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}
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}) : _keys = side.isLeft ? _leftFlipperKeys : _rightFlipperKeys;
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/// The size of the [Flipper].
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static final size = Vector2(12, 2.8);
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@ -104,35 +79,29 @@ class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
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/// Anchors the [Flipper] to the [RevoluteJoint] that controls its arc motion.
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Future<void> _anchorToJoint() async {
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final anchor = FlipperAnchor(flipper: this);
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final anchor = _FlipperAnchor(flipper: this);
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await add(anchor);
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final jointDef = FlipperAnchorRevoluteJointDef(
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final jointDef = _FlipperAnchorRevoluteJointDef(
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flipper: this,
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anchor: anchor,
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);
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// TODO(alestiago): Remove casting once the following is closed:
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// https://github.com/flame-engine/forge2d/issues/36
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final joint = world.createJoint(jointDef) as RevoluteJoint;
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final joint = _FlipperJoint(jointDef)..create(world);
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// FIXME(erickzanardo): when mounted the initial position is not fully
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// reached.
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unawaited(
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mounted.whenComplete(
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() => FlipperAnchorRevoluteJointDef.unlock(joint, side),
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),
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mounted.whenComplete(joint.unlock),
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);
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}
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDef = <FixtureDef>[];
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final isLeft = side.isLeft;
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final direction = side.direction;
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final bigCircleShape = CircleShape()..radius = 1.75;
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bigCircleShape.position.setValues(
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isLeft
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? -(size.x / 2) + bigCircleShape.radius
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: (size.x / 2) - bigCircleShape.radius,
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((size.x / 2) * direction) + (bigCircleShape.radius * -direction),
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0,
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);
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final bigCircleFixtureDef = FixtureDef(bigCircleShape);
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@ -140,15 +109,13 @@ class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
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final smallCircleShape = CircleShape()..radius = 0.9;
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smallCircleShape.position.setValues(
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isLeft
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? (size.x / 2) - smallCircleShape.radius
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: -(size.x / 2) + smallCircleShape.radius,
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((size.x / 2) * -direction) + (smallCircleShape.radius * direction),
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0,
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);
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final smallCircleFixtureDef = FixtureDef(smallCircleShape);
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fixturesDef.add(smallCircleFixtureDef);
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final trapeziumVertices = isLeft
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final trapeziumVertices = side.isLeft
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? [
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Vector2(bigCircleShape.position.x, bigCircleShape.radius),
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Vector2(smallCircleShape.position.x, smallCircleShape.radius),
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@ -173,7 +140,8 @@ class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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paint = Paint()..color = Colors.transparent;
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renderBody = false;
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await Future.wait([
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_loadSprite(),
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_anchorToJoint(),
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@ -214,61 +182,66 @@ class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
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///
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/// The end of a [Flipper] depends on its [Flipper.side].
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/// {@endtemplate}
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class FlipperAnchor extends JointAnchor {
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class _FlipperAnchor extends JointAnchor {
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/// {@macro flipper_anchor}
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FlipperAnchor({
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_FlipperAnchor({
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required Flipper flipper,
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}) {
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initialPosition = Vector2(
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flipper.side.isLeft
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? flipper.body.position.x - Flipper.size.x / 2
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: flipper.body.position.x + Flipper.size.x / 2,
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flipper.body.position.x + ((Flipper.size.x * flipper.side.direction) / 2),
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flipper.body.position.y,
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);
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}
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}
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/// {@template flipper_anchor_revolute_joint_def}
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/// Hinges one end of [Flipper] to a [FlipperAnchor] to achieve an arc motion.
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/// Hinges one end of [Flipper] to a [_FlipperAnchor] to achieve an arc motion.
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/// {@endtemplate}
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class FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
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class _FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
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/// {@macro flipper_anchor_revolute_joint_def}
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FlipperAnchorRevoluteJointDef({
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_FlipperAnchorRevoluteJointDef({
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required Flipper flipper,
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required FlipperAnchor anchor,
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}) {
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required _FlipperAnchor anchor,
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}) : side = flipper.side {
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initialize(
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flipper.body,
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anchor.body,
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anchor.body.position,
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);
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enableLimit = true;
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final angle = (flipper.side.isLeft ? _sweepingAngle : -_sweepingAngle) / 2;
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enableLimit = true;
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final angle = (_sweepingAngle * -side.direction) / 2;
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lowerAngle = upperAngle = angle;
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}
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/// The total angle of the arc motion.
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static const _sweepingAngle = math.pi / 3.5;
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final BoardSide side;
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}
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class _FlipperJoint extends RevoluteJoint {
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_FlipperJoint(_FlipperAnchorRevoluteJointDef def)
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: side = def.side,
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super(def);
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final BoardSide side;
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// TODO(alestiago): Remove once Forge2D supports custom joints.
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void create(World world) {
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world.joints.add(this);
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bodyA.joints.add(this);
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bodyB.joints.add(this);
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}
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/// Unlocks the [Flipper] from its resting position.
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///
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/// The [Flipper] is locked when initialized in order to force it to be at
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/// its resting position.
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// TODO(alestiago): consider refactor once the issue is solved:
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// https://github.com/flame-engine/forge2d/issues/36
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static void unlock(RevoluteJoint joint, BoardSide side) {
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late final double upperLimit, lowerLimit;
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switch (side) {
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case BoardSide.left:
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lowerLimit = -joint.lowerLimit;
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upperLimit = joint.upperLimit;
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break;
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case BoardSide.right:
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lowerLimit = joint.lowerLimit;
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upperLimit = -joint.upperLimit;
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}
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joint.setLimits(lowerLimit, upperLimit);
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void unlock() {
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setLimits(
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lowerLimit * side.direction,
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-upperLimit * side.direction,
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);
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}
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}
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