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236 lines
6.5 KiB
236 lines
6.5 KiB
import 'dart:async';
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import 'package:flame/components.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball_components/pinball_components.dart';
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/// {@template flipper}
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/// A bat, typically found in pairs at the bottom of the board.
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///
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/// [Flipper] can be controlled by the player in an arc motion.
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/// {@endtemplate flipper}
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class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
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/// {@macro flipper}
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Flipper({
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required this.side,
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}) : super(
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renderBody: false,
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children: [_FlipperSpriteComponent(side: side)],
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);
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/// The size of the [Flipper].
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static final size = Vector2(13.5, 4.3);
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/// The speed required to move the [Flipper] to its highest position.
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///
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/// The higher the value, the faster the [Flipper] will move.
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static const double _speed = 90;
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/// Whether the [Flipper] is on the left or right side of the board.
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///
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/// A [Flipper] with [BoardSide.left] has a counter-clockwise arc motion,
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/// whereas a [Flipper] with [BoardSide.right] has a clockwise arc motion.
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final BoardSide side;
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/// Applies downward linear velocity to the [Flipper], moving it to its
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/// resting position.
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void moveDown() {
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body.linearVelocity = Vector2(0, _speed);
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}
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/// Applies upward linear velocity to the [Flipper], moving it to its highest
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/// position.
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void moveUp() {
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body.linearVelocity = Vector2(0, -_speed);
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}
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/// Anchors the [Flipper] to the [RevoluteJoint] that controls its arc motion.
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Future<void> _anchorToJoint() async {
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final anchor = _FlipperAnchor(flipper: this);
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await add(anchor);
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final jointDef = _FlipperAnchorRevoluteJointDef(
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flipper: this,
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anchor: anchor,
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);
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final joint = _FlipperJoint(jointDef);
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world.createJoint(joint);
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}
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List<FixtureDef> _createFixtureDefs() {
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final direction = side.direction;
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final assetShadow = Flipper.size.x * 0.012 * -direction;
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final size = Vector2(
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Flipper.size.x - (assetShadow * 2),
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Flipper.size.y,
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);
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final bigCircleShape = CircleShape()..radius = size.y / 2 - 0.2;
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bigCircleShape.position.setValues(
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((size.x / 2) * direction) +
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(bigCircleShape.radius * -direction) +
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assetShadow,
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0,
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);
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final bigCircleFixtureDef = FixtureDef(bigCircleShape);
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final smallCircleShape = CircleShape()..radius = size.y * 0.23;
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smallCircleShape.position.setValues(
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((size.x / 2) * -direction) +
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(smallCircleShape.radius * direction) -
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assetShadow,
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0,
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);
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final smallCircleFixtureDef = FixtureDef(smallCircleShape);
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final trapeziumVertices = side.isLeft
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? [
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Vector2(bigCircleShape.position.x, bigCircleShape.radius),
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Vector2(smallCircleShape.position.x, smallCircleShape.radius),
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Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
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Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
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]
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: [
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Vector2(smallCircleShape.position.x, smallCircleShape.radius),
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Vector2(bigCircleShape.position.x, bigCircleShape.radius),
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Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
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Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
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];
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final trapezium = PolygonShape()..set(trapeziumVertices);
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final trapeziumFixtureDef = FixtureDef(
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trapezium,
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density: 50, // TODO(alestiago): Use a proper density.
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friction: .1, // TODO(alestiago): Use a proper friction.
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);
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return [
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bigCircleFixtureDef,
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smallCircleFixtureDef,
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trapeziumFixtureDef,
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];
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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await _anchorToJoint();
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef(
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position: initialPosition,
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gravityScale: Vector2.zero(),
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type: BodyType.dynamic,
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);
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final body = world.createBody(bodyDef);
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_createFixtureDefs().forEach(body.createFixture);
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return body;
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}
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@override
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void onMount() {
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super.onMount();
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gameRef.ready().whenComplete(
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() => body.joints.whereType<_FlipperJoint>().first.unlock(),
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);
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}
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}
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class _FlipperSpriteComponent extends SpriteComponent with HasGameRef {
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_FlipperSpriteComponent({required BoardSide side})
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: _side = side,
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super(anchor: Anchor.center);
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final BoardSide _side;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = Sprite(
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gameRef.images.fromCache(
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(_side.isLeft)
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? Assets.images.flipper.left.keyName
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: Assets.images.flipper.right.keyName,
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),
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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}
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}
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/// {@template flipper_anchor}
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/// [JointAnchor] positioned at the end of a [Flipper].
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///
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/// The end of a [Flipper] depends on its [Flipper.side].
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/// {@endtemplate}
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class _FlipperAnchor extends JointAnchor {
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/// {@macro flipper_anchor}
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_FlipperAnchor({
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required Flipper flipper,
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}) {
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initialPosition = Vector2(
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(Flipper.size.x * flipper.side.direction) / 2 -
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(1.65 * flipper.side.direction),
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-0.15,
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);
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}
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}
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/// {@template flipper_anchor_revolute_joint_def}
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/// Hinges one end of [Flipper] to a [_FlipperAnchor] to achieve an arc motion.
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/// {@endtemplate}
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class _FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
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/// {@macro flipper_anchor_revolute_joint_def}
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_FlipperAnchorRevoluteJointDef({
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required Flipper flipper,
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required _FlipperAnchor anchor,
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}) : side = flipper.side {
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enableLimit = true;
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initialize(
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flipper.body,
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anchor.body,
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flipper.body.position + anchor.body.position,
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);
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}
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final BoardSide side;
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}
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/// {@template flipper_joint}
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/// [RevoluteJoint] that controls the arc motion of a [Flipper].
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/// {@endtemplate}
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class _FlipperJoint extends RevoluteJoint {
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/// {@macro flipper_joint}
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_FlipperJoint(_FlipperAnchorRevoluteJointDef def)
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: side = def.side,
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super(def) {
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lock();
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}
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/// Half the angle of the arc motion.
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static const _halfSweepingAngle = 0.611;
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final BoardSide side;
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/// Locks the [Flipper] to its resting position.
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///
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/// The joint is locked when initialized in order to force the [Flipper]
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/// at its resting position.
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void lock() {
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final angle = _halfSweepingAngle * side.direction;
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setLimits(angle, angle);
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}
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/// Unlocks the [Flipper] from its resting position.
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void unlock() {
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const angle = _halfSweepingAngle;
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setLimits(-angle, angle);
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}
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}
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