mirror of https://github.com/flutter/pinball.git
commit
fee6a000a4
@ -1,4 +1,5 @@
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export 'anchor.dart';
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export 'ball.dart';
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export 'plunger.dart';
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export 'score_points.dart';
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export 'wall.dart';
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@ -0,0 +1,72 @@
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball/game/game.dart';
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/// {@template plunger}
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/// [Plunger] serves as a spring, that shoots the ball on the right side of the
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/// playfield.
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///
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/// [Plunger] ignores gravity so the player controls its downward [pull].
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/// {@endtemplate}
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class Plunger extends BodyComponent {
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/// {@macro plunger}
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Plunger({required Vector2 position}) : _position = position;
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final Vector2 _position;
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@override
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Body createBody() {
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final shape = PolygonShape()..setAsBoxXY(2.5, 1.5);
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final fixtureDef = FixtureDef(shape);
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final bodyDef = BodyDef()
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..userData = this
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..position = _position
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..type = BodyType.dynamic
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..gravityScale = 0;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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/// Set a constant downward velocity on the [Plunger].
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void pull() {
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body.linearVelocity = Vector2(0, -7);
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}
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/// Set an upward velocity on the [Plunger].
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///
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/// The velocity's magnitude depends on how far the [Plunger] has been pulled
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/// from its original [_position].
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void release() {
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final velocity = (_position.y - body.position.y) * 9;
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body.linearVelocity = Vector2(0, velocity);
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}
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}
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/// {@template plunger_anchor_prismatic_joint_def}
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/// [PrismaticJointDef] between a [Plunger] and an [Anchor] with motion on
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/// the vertical axis.
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///
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/// The [Plunger] is constrained vertically between its starting position and
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/// the [Anchor]. The [Anchor] must be below the [Plunger].
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/// {@endtemplate}
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class PlungerAnchorPrismaticJointDef extends PrismaticJointDef {
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/// {@macro plunger_anchor_prismatic_joint_def}
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PlungerAnchorPrismaticJointDef({
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required Plunger plunger,
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required Anchor anchor,
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}) : assert(
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anchor.body.position.y < plunger.body.position.y,
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'Anchor must be below the Plunger',
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) {
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initialize(
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plunger.body,
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anchor.body,
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anchor.body.position,
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Vector2(0, -1),
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);
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enableLimit = true;
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lowerTranslation = double.negativeInfinity;
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collideConnected = true;
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}
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}
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@ -0,0 +1,302 @@
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// ignore_for_file: cascade_invocations
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import 'package:bloc_test/bloc_test.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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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(PinballGame.new);
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group('Plunger', () {
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flameTester.test(
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'loads correctly',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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expect(game.contains(plunger), isTrue);
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},
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);
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group('body', () {
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flameTester.test(
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'positions correctly',
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(game) async {
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final position = Vector2.all(10);
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final plunger = Plunger(position: position);
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await game.ensureAdd(plunger);
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game.contains(plunger);
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expect(plunger.body.position, position);
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},
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);
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flameTester.test(
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'is dynamic',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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expect(plunger.body.bodyType, equals(BodyType.dynamic));
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},
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);
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flameTester.test(
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'ignores gravity',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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expect(plunger.body.gravityScale, isZero);
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},
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);
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});
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group('first fixture', () {
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flameTester.test(
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'exists',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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expect(plunger.body.fixtures[0], isA<Fixture>());
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},
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);
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flameTester.test(
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'shape is a polygon',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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final fixture = plunger.body.fixtures[0];
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expect(fixture.shape.shapeType, equals(ShapeType.polygon));
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},
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);
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});
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flameTester.test(
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'pull sets a negative linear velocity',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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plunger.pull();
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expect(plunger.body.linearVelocity.y, isNegative);
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expect(plunger.body.linearVelocity.x, isZero);
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},
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);
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group('release', () {
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flameTester.test(
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'does not set a linear velocity '
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'when plunger is in starting position',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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plunger.release();
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expect(plunger.body.linearVelocity.y, isZero);
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expect(plunger.body.linearVelocity.x, isZero);
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},
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);
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flameTester.test(
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'sets a positive linear velocity '
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'when plunger is below starting position',
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(game) async {
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final plunger = Plunger(position: Vector2.zero());
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await game.ensureAdd(plunger);
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plunger.body.setTransform(Vector2(0, -1), 0);
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plunger.release();
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expect(plunger.body.linearVelocity.y, isPositive);
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expect(plunger.body.linearVelocity.x, isZero);
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},
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);
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});
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});
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group('PlungerAnchorPrismaticJointDef', () {
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late GameBloc gameBloc;
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late Plunger plunger;
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late Anchor anchor;
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setUp(() {
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gameBloc = MockGameBloc();
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whenListen(
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gameBloc,
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const Stream<GameState>.empty(),
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initialState: const GameState.initial(),
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);
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plunger = Plunger(position: Vector2.zero());
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anchor = Anchor(position: Vector2(0, -1));
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});
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final flameTester = flameBlocTester(
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gameBlocBuilder: () {
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return gameBloc;
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},
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);
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flameTester.test(
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'throws AssertionError '
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'when anchor is above plunger',
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(game) async {
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final anchor = Anchor(position: Vector2(0, 1));
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await game.ensureAddAll([plunger, anchor]);
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expect(
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() => PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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),
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throwsAssertionError,
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);
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},
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);
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flameTester.test(
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'throws AssertionError '
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'when anchor is in same position as plunger',
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(game) async {
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final anchor = Anchor(position: Vector2.zero());
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await game.ensureAddAll([plunger, anchor]);
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expect(
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() => PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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),
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throwsAssertionError,
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);
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},
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);
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group('initializes with', () {
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flameTester.test(
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'plunger body as bodyA',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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);
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expect(jointDef.bodyA, equals(plunger.body));
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},
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);
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flameTester.test(
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'anchor body as bodyB',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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);
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game.world.createJoint(jointDef);
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expect(jointDef.bodyB, equals(anchor.body));
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},
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);
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flameTester.test(
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'limits enabled',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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);
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game.world.createJoint(jointDef);
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expect(jointDef.enableLimit, isTrue);
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},
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);
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flameTester.test(
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'lower translation limit as negative infinity',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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);
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game.world.createJoint(jointDef);
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expect(jointDef.lowerTranslation, equals(double.negativeInfinity));
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},
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);
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flameTester.test(
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'connected body collison enabled',
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(game) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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);
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game.world.createJoint(jointDef);
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expect(jointDef.collideConnected, isTrue);
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},
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);
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});
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flameTester.widgetTest(
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'plunger cannot go below anchor',
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(game, tester) async {
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await game.ensureAddAll([plunger, anchor]);
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// Giving anchor a shape for the plunger to collide with.
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anchor.body.createFixtureFromShape(PolygonShape()..setAsBoxXY(2, 1));
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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);
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game.world.createJoint(jointDef);
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plunger.pull();
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await tester.pump(const Duration(seconds: 1));
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expect(plunger.body.position.y > anchor.body.position.y, isTrue);
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},
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);
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flameTester.widgetTest(
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'plunger cannot excessively exceed starting position',
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(game, tester) async {
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await game.ensureAddAll([plunger, anchor]);
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final jointDef = PlungerAnchorPrismaticJointDef(
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plunger: plunger,
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anchor: anchor,
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);
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game.world.createJoint(jointDef);
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plunger.pull();
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await tester.pump(const Duration(seconds: 1));
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plunger.release();
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await tester.pump(const Duration(seconds: 1));
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expect(plunger.body.position.y < 1, isTrue);
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},
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);
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});
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}
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Loading…
Reference in new issue