Merge pull request #10 from VGVentures/feat/plunger

feat: add plunger
pull/17/head
Allison Ryan 4 years ago committed by GitHub
commit fee6a000a4
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GPG Key ID: 4AEE18F83AFDEB23

@ -1,4 +1,5 @@
export 'anchor.dart';
export 'ball.dart';
export 'plunger.dart';
export 'score_points.dart';
export 'wall.dart';

@ -0,0 +1,72 @@
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball/game/game.dart';
/// {@template plunger}
/// [Plunger] serves as a spring, that shoots the ball on the right side of the
/// playfield.
///
/// [Plunger] ignores gravity so the player controls its downward [pull].
/// {@endtemplate}
class Plunger extends BodyComponent {
/// {@macro plunger}
Plunger({required Vector2 position}) : _position = position;
final Vector2 _position;
@override
Body createBody() {
final shape = PolygonShape()..setAsBoxXY(2.5, 1.5);
final fixtureDef = FixtureDef(shape);
final bodyDef = BodyDef()
..userData = this
..position = _position
..type = BodyType.dynamic
..gravityScale = 0;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
/// Set a constant downward velocity on the [Plunger].
void pull() {
body.linearVelocity = Vector2(0, -7);
}
/// Set an upward velocity on the [Plunger].
///
/// The velocity's magnitude depends on how far the [Plunger] has been pulled
/// from its original [_position].
void release() {
final velocity = (_position.y - body.position.y) * 9;
body.linearVelocity = Vector2(0, velocity);
}
}
/// {@template plunger_anchor_prismatic_joint_def}
/// [PrismaticJointDef] between a [Plunger] and an [Anchor] with motion on
/// the vertical axis.
///
/// The [Plunger] is constrained vertically between its starting position and
/// the [Anchor]. The [Anchor] must be below the [Plunger].
/// {@endtemplate}
class PlungerAnchorPrismaticJointDef extends PrismaticJointDef {
/// {@macro plunger_anchor_prismatic_joint_def}
PlungerAnchorPrismaticJointDef({
required Plunger plunger,
required Anchor anchor,
}) : assert(
anchor.body.position.y < plunger.body.position.y,
'Anchor must be below the Plunger',
) {
initialize(
plunger.body,
anchor.body,
anchor.body.position,
Vector2(0, -1),
);
enableLimit = true;
lowerTranslation = double.negativeInfinity;
collideConnected = true;
}
}

@ -0,0 +1,302 @@
// ignore_for_file: cascade_invocations
import 'package:bloc_test/bloc_test.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flame_test/flame_test.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:pinball/game/game.dart';
import '../../helpers/helpers.dart';
void main() {
TestWidgetsFlutterBinding.ensureInitialized();
final flameTester = FlameTester(PinballGame.new);
group('Plunger', () {
flameTester.test(
'loads correctly',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
expect(game.contains(plunger), isTrue);
},
);
group('body', () {
flameTester.test(
'positions correctly',
(game) async {
final position = Vector2.all(10);
final plunger = Plunger(position: position);
await game.ensureAdd(plunger);
game.contains(plunger);
expect(plunger.body.position, position);
},
);
flameTester.test(
'is dynamic',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
expect(plunger.body.bodyType, equals(BodyType.dynamic));
},
);
flameTester.test(
'ignores gravity',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
expect(plunger.body.gravityScale, isZero);
},
);
});
group('first fixture', () {
flameTester.test(
'exists',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
expect(plunger.body.fixtures[0], isA<Fixture>());
},
);
flameTester.test(
'shape is a polygon',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
final fixture = plunger.body.fixtures[0];
expect(fixture.shape.shapeType, equals(ShapeType.polygon));
},
);
});
flameTester.test(
'pull sets a negative linear velocity',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
plunger.pull();
expect(plunger.body.linearVelocity.y, isNegative);
expect(plunger.body.linearVelocity.x, isZero);
},
);
group('release', () {
flameTester.test(
'does not set a linear velocity '
'when plunger is in starting position',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
plunger.release();
expect(plunger.body.linearVelocity.y, isZero);
expect(plunger.body.linearVelocity.x, isZero);
},
);
flameTester.test(
'sets a positive linear velocity '
'when plunger is below starting position',
(game) async {
final plunger = Plunger(position: Vector2.zero());
await game.ensureAdd(plunger);
plunger.body.setTransform(Vector2(0, -1), 0);
plunger.release();
expect(plunger.body.linearVelocity.y, isPositive);
expect(plunger.body.linearVelocity.x, isZero);
},
);
});
});
group('PlungerAnchorPrismaticJointDef', () {
late GameBloc gameBloc;
late Plunger plunger;
late Anchor anchor;
setUp(() {
gameBloc = MockGameBloc();
whenListen(
gameBloc,
const Stream<GameState>.empty(),
initialState: const GameState.initial(),
);
plunger = Plunger(position: Vector2.zero());
anchor = Anchor(position: Vector2(0, -1));
});
final flameTester = flameBlocTester(
gameBlocBuilder: () {
return gameBloc;
},
);
flameTester.test(
'throws AssertionError '
'when anchor is above plunger',
(game) async {
final anchor = Anchor(position: Vector2(0, 1));
await game.ensureAddAll([plunger, anchor]);
expect(
() => PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
),
throwsAssertionError,
);
},
);
flameTester.test(
'throws AssertionError '
'when anchor is in same position as plunger',
(game) async {
final anchor = Anchor(position: Vector2.zero());
await game.ensureAddAll([plunger, anchor]);
expect(
() => PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
),
throwsAssertionError,
);
},
);
group('initializes with', () {
flameTester.test(
'plunger body as bodyA',
(game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
);
expect(jointDef.bodyA, equals(plunger.body));
},
);
flameTester.test(
'anchor body as bodyB',
(game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
);
game.world.createJoint(jointDef);
expect(jointDef.bodyB, equals(anchor.body));
},
);
flameTester.test(
'limits enabled',
(game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
);
game.world.createJoint(jointDef);
expect(jointDef.enableLimit, isTrue);
},
);
flameTester.test(
'lower translation limit as negative infinity',
(game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
);
game.world.createJoint(jointDef);
expect(jointDef.lowerTranslation, equals(double.negativeInfinity));
},
);
flameTester.test(
'connected body collison enabled',
(game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
);
game.world.createJoint(jointDef);
expect(jointDef.collideConnected, isTrue);
},
);
});
flameTester.widgetTest(
'plunger cannot go below anchor',
(game, tester) async {
await game.ensureAddAll([plunger, anchor]);
// Giving anchor a shape for the plunger to collide with.
anchor.body.createFixtureFromShape(PolygonShape()..setAsBoxXY(2, 1));
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
);
game.world.createJoint(jointDef);
plunger.pull();
await tester.pump(const Duration(seconds: 1));
expect(plunger.body.position.y > anchor.body.position.y, isTrue);
},
);
flameTester.widgetTest(
'plunger cannot excessively exceed starting position',
(game, tester) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger,
anchor: anchor,
);
game.world.createJoint(jointDef);
plunger.pull();
await tester.pump(const Duration(seconds: 1));
plunger.release();
await tester.pump(const Duration(seconds: 1));
expect(plunger.body.position.y < 1, isTrue);
},
);
});
}

@ -2,8 +2,10 @@ import 'package:flame_test/flame_test.dart';
import 'package:flutter_bloc/flutter_bloc.dart';
import 'package:pinball/game/game.dart';
FlameTester flameBlocTester({required GameBloc Function() gameBlocBuilder}) {
return FlameTester(
FlameTester<PinballGame> flameBlocTester({
required GameBloc Function() gameBlocBuilder,
}) {
return FlameTester<PinballGame>(
PinballGame.new,
pumpWidget: (gameWidget, tester) async {
await tester.pumpWidget(

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