mirror of https://github.com/flutter/pinball.git
feat: sparky bumpers game logic (#154)
* feat: added event for sparky bumpers hit * test: test sparky bumper bloc event * refactor: added sparky bumpers actives to GameState * refactor: removed active sparky bumper from game bloc logic * refactor: moved sparky bumpers logic to SparkyBumperController * test: tests for SparkyBumperController * chore: removed unused import * refactor: changed sparky fire zone * refactor: changed sparky fire zone * chore: analysis errors * chore: analysis error * Update test/game/bloc/game_bloc_test.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update lib/game/components/sparky_fire_zone.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * chore: formatting file Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com>pull/164/head
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// ignore_for_file: avoid_renaming_method_parameters
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import 'package:flame/components.dart';
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import 'package:pinball/flame/flame.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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// TODO(ruimiguel): create and add SparkyFireZone component here in other PR.
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// TODO(ruimiguel): make private and remove ignore once SparkyFireZone is done
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// ignore: public_member_api_docs
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class ControlledSparkyBumper extends SparkyBumper
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with Controls<_SparkyBumperController> {
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// TODO(ruimiguel): make private and remove ignore once SparkyFireZone is done
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// ignore: public_member_api_docs
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ControlledSparkyBumper() : super.a() {
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controller = _SparkyBumperController(this);
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}
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}
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/// {@template sparky_bumper_controller}
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/// Controls a [SparkyBumper].
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/// {@endtemplate}
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class _SparkyBumperController extends ComponentController<SparkyBumper>
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with HasGameRef<PinballGame> {
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/// {@macro sparky_bumper_controller}
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_SparkyBumperController(ControlledSparkyBumper controlledSparkyBumper)
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: super(controlledSparkyBumper);
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/// Flag for activated state of the [SparkyBumper].
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///
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/// Used to toggle [SparkyBumper]s' state between activated and deactivated.
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bool isActivated = false;
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/// Registers when a [SparkyBumper] is hit by a [Ball].
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void hit() {
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if (isActivated) {
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component.deactivate();
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} else {
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component.activate();
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}
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isActivated = !isActivated;
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}
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}
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// ignore_for_file: cascade_invocations
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import 'package:flame_test/flame_test.dart';
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import 'package:flutter_test/flutter_test.dart';
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import 'package:pinball/game/game.dart';
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import '../../helpers/helpers.dart';
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void main() {
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TestWidgetsFlutterBinding.ensureInitialized();
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final flameTester = FlameTester(EmptyPinballGameTest.new);
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group('SparkyFireZone', () {
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group('bumpers', () {
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late ControlledSparkyBumper controlledSparkyBumper;
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flameTester.testGameWidget(
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'activate when deactivated bumper is hit',
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setUp: (game, tester) async {
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controlledSparkyBumper = ControlledSparkyBumper();
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await game.ensureAdd(controlledSparkyBumper);
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controlledSparkyBumper.controller.hit();
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},
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verify: (game, tester) async {
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expect(controlledSparkyBumper.controller.isActivated, isTrue);
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},
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);
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flameTester.testGameWidget(
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'deactivate when activated bumper is hit',
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setUp: (game, tester) async {
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controlledSparkyBumper = ControlledSparkyBumper();
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await game.ensureAdd(controlledSparkyBumper);
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controlledSparkyBumper.controller.hit();
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controlledSparkyBumper.controller.hit();
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},
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verify: (game, tester) async {
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expect(controlledSparkyBumper.controller.isActivated, isFalse);
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},
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);
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});
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});
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}
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