feat: positioned FlutterForest bumpers (#104)

* feat: positioned FlutterForest bumpers

* feat: removed unused parameters
pull/105/head
Alejandro Santiago 2 years ago committed by GitHub
parent 411b489e1e
commit fad355b2f8
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GPG Key ID: 4AEE18F83AFDEB23

@ -19,12 +19,7 @@ class Board extends Component {
spacing: 2, spacing: 2,
); );
final flutterForest = FlutterForest( final flutterForest = FlutterForest();
position: Vector2(
PinballGame.boardBounds.center.dx + 20,
PinballGame.boardBounds.center.dy + 48,
),
);
await addAll([ await addAll([
bottomGroup, bottomGroup,

@ -1,5 +1,7 @@
// ignore_for_file: avoid_renaming_method_parameters // ignore_for_file: avoid_renaming_method_parameters
import 'dart:math' as math;
import 'package:flame/components.dart'; import 'package:flame/components.dart';
import 'package:flame_bloc/flame_bloc.dart'; import 'package:flame_bloc/flame_bloc.dart';
import 'package:flame_forge2d/flame_forge2d.dart'; import 'package:flame_forge2d/flame_forge2d.dart';
@ -19,12 +21,6 @@ import 'package:pinball_components/pinball_components.dart';
class FlutterForest extends Component class FlutterForest extends Component
with HasGameRef<PinballGame>, BlocComponent<GameBloc, GameState> { with HasGameRef<PinballGame>, BlocComponent<GameBloc, GameState> {
/// {@macro flutter_forest} /// {@macro flutter_forest}
FlutterForest({
required this.position,
});
/// The position of the [FlutterForest] on the [Board].
final Vector2 position;
@override @override
bool listenWhen(GameState? previousState, GameState newState) { bool listenWhen(GameState? previousState, GameState newState) {
@ -36,7 +32,11 @@ class FlutterForest extends Component
@override @override
void onNewState(GameState state) { void onNewState(GameState state) {
super.onNewState(state); super.onNewState(state);
gameRef.addFromBlueprint(BallBlueprint(position: position)); gameRef.addFromBlueprint(
BallBlueprint(
position: Vector2(17.2, 52.7),
),
);
} }
@override @override
@ -45,11 +45,11 @@ class FlutterForest extends Component
// TODO(alestiago): adjust positioning once sprites are added. // TODO(alestiago): adjust positioning once sprites are added.
final smallLeftNest = SmallDashNestBumper(id: 'small_left_nest') final smallLeftNest = SmallDashNestBumper(id: 'small_left_nest')
..initialPosition = position + Vector2(-4.8, 2.8); ..initialPosition = Vector2(8.95, 51.95);
final smallRightNest = SmallDashNestBumper(id: 'small_right_nest') final smallRightNest = SmallDashNestBumper(id: 'small_right_nest')
..initialPosition = position + Vector2(0.5, -5.5); ..initialPosition = Vector2(23.3, 46.75);
final bigNest = BigDashNestBumper(id: 'big_nest') final bigNest = BigDashNestBumper(id: 'big_nest')
..initialPosition = position; ..initialPosition = Vector2(18.55, 59.35);
await addAll([ await addAll([
smallLeftNest, smallLeftNest,
@ -66,7 +66,11 @@ class FlutterForest extends Component
abstract class DashNestBumper extends BodyComponent<PinballGame> abstract class DashNestBumper extends BodyComponent<PinballGame>
with ScorePoints, InitialPosition { with ScorePoints, InitialPosition {
/// {@macro dash_nest_bumper} /// {@macro dash_nest_bumper}
DashNestBumper({required this.id}); DashNestBumper({required this.id}) {
paint = Paint()
..color = Colors.blue.withOpacity(0.5)
..style = PaintingStyle.fill;
}
/// Unique identifier for this [DashNestBumper]. /// Unique identifier for this [DashNestBumper].
/// ///
@ -97,7 +101,11 @@ class BigDashNestBumper extends DashNestBumper {
@override @override
Body createBody() { Body createBody() {
final shape = CircleShape()..radius = 2.5; final shape = EllipseShape(
center: Vector2.zero(),
majorRadius: 4.85,
minorRadius: 3.95,
)..rotate(math.pi / 2);
final fixtureDef = FixtureDef(shape); final fixtureDef = FixtureDef(shape);
final bodyDef = BodyDef() final bodyDef = BodyDef()
@ -119,8 +127,14 @@ class SmallDashNestBumper extends DashNestBumper {
@override @override
Body createBody() { Body createBody() {
final shape = CircleShape()..radius = 1; final shape = EllipseShape(
final fixtureDef = FixtureDef(shape); center: Vector2.zero(),
majorRadius: 3,
minorRadius: 2.25,
)..rotate(math.pi / 2);
final fixtureDef = FixtureDef(shape)
..friction = 0
..restitution = 4;
final bodyDef = BodyDef() final bodyDef = BodyDef()
..position = initialPosition ..position = initialPosition

@ -1,7 +1,6 @@
// ignore_for_file: cascade_invocations // ignore_for_file: cascade_invocations
import 'package:bloc_test/bloc_test.dart'; import 'package:bloc_test/bloc_test.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flame_test/flame_test.dart'; import 'package:flame_test/flame_test.dart';
import 'package:flutter_test/flutter_test.dart'; import 'package:flutter_test/flutter_test.dart';
import 'package:mocktail/mocktail.dart'; import 'package:mocktail/mocktail.dart';
@ -19,7 +18,7 @@ void main() {
'loads correctly', 'loads correctly',
(game) async { (game) async {
await game.ready(); await game.ready();
final flutterForest = FlutterForest(position: Vector2(0, 0)); final flutterForest = FlutterForest();
await game.ensureAdd(flutterForest); await game.ensureAdd(flutterForest);
expect(game.contains(flutterForest), isTrue); expect(game.contains(flutterForest), isTrue);
@ -29,7 +28,7 @@ void main() {
flameTester.test( flameTester.test(
'onNewState adds a new ball', 'onNewState adds a new ball',
(game) async { (game) async {
final flutterForest = FlutterForest(position: Vector2(0, 0)); final flutterForest = FlutterForest();
await game.ready(); await game.ready();
await game.ensureAdd(flutterForest); await game.ensureAdd(flutterForest);

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