fix: fixed top wall shape

pull/115/head
RuiAlonso 4 years ago
parent 74e0965984
commit f07daaac09

@ -4,6 +4,7 @@ import 'dart:math' as math;
import 'package:flame/components.dart'; import 'package:flame/components.dart';
import 'package:flame/extensions.dart'; import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball/game/game.dart'; import 'package:pinball/game/game.dart';
import 'package:pinball/gen/assets.gen.dart'; import 'package:pinball/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets; import 'package:pinball_components/pinball_components.dart' hide Assets;
@ -107,9 +108,9 @@ class DinoTopWall extends BodyComponent with InitialPosition {
fixturesDef.add(topStraightFixtureDef); fixturesDef.add(topStraightFixtureDef);
final topCurveControlPoints = [ final topCurveControlPoints = [
Vector2(28.4, 35.1), topStraightControlPoints.last,
Vector2(18, 26.38), Vector2(17.4, 26.38),
Vector2(26.6, 20.5), Vector2(25.5, 20.7),
]; ];
final topCurveShape = BezierCurveShape( final topCurveShape = BezierCurveShape(
controlPoints: topCurveControlPoints, controlPoints: topCurveControlPoints,
@ -117,9 +118,9 @@ class DinoTopWall extends BodyComponent with InitialPosition {
fixturesDef.add(FixtureDef(topCurveShape)); fixturesDef.add(FixtureDef(topCurveShape));
final middleCurveControlPoints = [ final middleCurveControlPoints = [
Vector2(26.6, 20.5), topCurveControlPoints.last,
Vector2(27.5, 20.1), Vector2(27.8, 20.1),
Vector2(26.6, 18.8), Vector2(26.8, 19.5),
]; ];
final middleCurveShape = BezierCurveShape( final middleCurveShape = BezierCurveShape(
controlPoints: middleCurveControlPoints, controlPoints: middleCurveControlPoints,
@ -127,9 +128,9 @@ class DinoTopWall extends BodyComponent with InitialPosition {
fixturesDef.add(FixtureDef(middleCurveShape)); fixturesDef.add(FixtureDef(middleCurveShape));
final bottomCurveControlPoints = [ final bottomCurveControlPoints = [
Vector2(26.6, 18.8), middleCurveControlPoints.last,
Vector2(21.15, 17.1), Vector2(21.15, 16),
Vector2(24.6, 15.1), Vector2(25.6, 15.2),
]; ];
final bottomCurveShape = BezierCurveShape( final bottomCurveShape = BezierCurveShape(
controlPoints: bottomCurveControlPoints, controlPoints: bottomCurveControlPoints,
@ -137,8 +138,8 @@ class DinoTopWall extends BodyComponent with InitialPosition {
fixturesDef.add(FixtureDef(bottomCurveShape)); fixturesDef.add(FixtureDef(bottomCurveShape));
final bottomStraightControlPoints = [ final bottomStraightControlPoints = [
Vector2(24.6, 15.1), bottomCurveControlPoints.last,
Vector2(31.8, 14.1), Vector2(31, 14.5),
]; ];
final bottomStraightShape = EdgeShape() final bottomStraightShape = EdgeShape()
..set( ..set(
@ -186,9 +187,7 @@ class DinoTopWall extends BodyComponent with InitialPosition {
sprite: sprite, sprite: sprite,
size: Vector2(10.6, 27.7), size: Vector2(10.6, 27.7),
anchor: Anchor.center, anchor: Anchor.center,
) )..position = Vector2(27, -28.2);
..position = Vector2(-3, -5)
..priority = -1;
await add(spriteComponent); await add(spriteComponent);
} }

@ -67,7 +67,7 @@ class PinballGame extends Forge2DGame
await add(BottomWall()); await add(BottomWall());
createBoundaries(this).forEach(add); createBoundaries(this).forEach(add);
await add( await add(
DinoTopWall()..initialPosition = Vector2(27.4, 23.1), DinoTopWall()..initialPosition = Vector2(-2.4, 0),
); );
} }
@ -125,7 +125,7 @@ class DebugPinballGame extends PinballGame with TapDetector {
size: Vector2(120, 160), size: Vector2(120, 160),
anchor: Anchor.center, anchor: Anchor.center,
) )
..position = Vector2(0, -7.8) ..position = Vector2(0, -15)
..priority = -1; ..priority = -1;
await add(spriteComponent); await add(spriteComponent);

@ -82,7 +82,7 @@ List<Vector2> calculateEllipse({
/// For more information read: https://en.wikipedia.org/wiki/B%C3%A9zier_curve /// For more information read: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
List<Vector2> calculateBezierCurve({ List<Vector2> calculateBezierCurve({
required List<Vector2> controlPoints, required List<Vector2> controlPoints,
double step = 0.001, double step = 0.01,
}) { }) {
assert( assert(
0 <= step && step <= 1, 0 <= step && step <= 1,

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