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185 lines
5.3 KiB
185 lines
5.3 KiB
import 'dart:async';
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import 'dart:math' as math;
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import 'dart:ui';
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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:flutter/widgets.dart';
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import 'package:pinball_components/pinball_components.dart';
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/// {@template ball}
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/// A solid, [BodyType.dynamic] sphere that rolls and bounces around.
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/// {@endtemplate}
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class Ball<T extends Forge2DGame> extends BodyComponent<T>
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with Layered, InitialPosition {
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/// {@macro ball}
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Ball({
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required this.baseColor,
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}) : super(
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children: [
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_BallSpriteComponent()..tint(baseColor.withOpacity(0.5)),
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],
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) {
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// TODO(ruimiguel): while developing Ball can be launched by clicking mouse,
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// and default layer is Layer.all. But on final game Ball will be always be
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// be launched from Plunger and LauncherRamp will modify it to Layer.board.
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// We need to see what happens if Ball appears from other place like nest
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// bumper, it will need to explicit change layer to Layer.board then.
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layer = Layer.board;
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renderBody = false;
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}
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/// The size of the [Ball].
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static final Vector2 size = Vector2.all(4.13);
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/// The base [Color] used to tint this [Ball].
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final Color baseColor;
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@override
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Body createBody() {
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final shape = CircleShape()..radius = size.x / 2;
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final fixtureDef = FixtureDef(
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shape,
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density: 1,
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);
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final bodyDef = BodyDef(
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position: initialPosition,
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userData: this,
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type: BodyType.dynamic,
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);
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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/// Immediatly and completly [stop]s the ball.
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///
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/// The [Ball] will no longer be affected by any forces, including it's
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/// weight and those emitted from collisions.
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// TODO(allisonryan0002): prevent motion from contact with other balls.
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void stop() {
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body
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..gravityScale = Vector2.zero()
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..linearVelocity = Vector2.zero()
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..angularVelocity = 0;
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}
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/// Allows the [Ball] to be affected by forces.
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///
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/// If previously [stop]ped, the previous ball's velocity is not kept.
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void resume() {
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body.gravityScale = Vector2(0, 1);
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}
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/// Applies a boost and [_TurboChargeSpriteAnimationComponent] on this [Ball].
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Future<void> boost(Vector2 impulse) async {
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body.linearVelocity = impulse;
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await add(_TurboChargeSpriteAnimationComponent());
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}
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@override
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void update(double dt) {
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super.update(dt);
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_rescaleSize();
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_setPositionalGravity();
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}
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void _rescaleSize() {
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final boardHeight = BoardDimensions.bounds.height;
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const maxShrinkValue = BoardDimensions.perspectiveShrinkFactor;
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final standardizedYPosition = body.position.y + (boardHeight / 2);
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final scaleFactor = maxShrinkValue +
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((standardizedYPosition / boardHeight) * (1 - maxShrinkValue));
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body.fixtures.first.shape.radius = (size.x / 2) * scaleFactor;
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// TODO(alestiago): Revisit and see if there's a better way to do this.
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final spriteComponent = firstChild<_BallSpriteComponent>();
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spriteComponent?.scale = Vector2.all(scaleFactor);
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}
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void _setPositionalGravity() {
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final defaultGravity = gameRef.world.gravity.y;
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final maxXDeviationFromCenter = BoardDimensions.bounds.width / 2;
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const maxXGravityPercentage =
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(1 - BoardDimensions.perspectiveShrinkFactor) / 2;
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final xDeviationFromCenter = body.position.x;
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final positionalXForce = ((xDeviationFromCenter / maxXDeviationFromCenter) *
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maxXGravityPercentage) *
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defaultGravity;
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final positionalYForce = math.sqrt(
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math.pow(defaultGravity, 2) - math.pow(positionalXForce, 2),
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);
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body.gravityOverride = Vector2(positionalXForce, positionalYForce);
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}
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}
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class _BallSpriteComponent extends SpriteComponent with HasGameRef {
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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 = await gameRef.loadSprite(
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Assets.images.ball.ball.keyName,
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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anchor = Anchor.center;
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}
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}
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class _TurboChargeSpriteAnimationComponent extends SpriteAnimationComponent
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with HasGameRef {
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_TurboChargeSpriteAnimationComponent()
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: super(
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anchor: const Anchor(0.53, 0.72),
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priority: RenderPriority.turboChargeFlame,
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removeOnFinish: true,
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);
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late final Vector2 _textureSize;
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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 spriteSheet = await gameRef.images.load(
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Assets.images.ball.flameEffect.keyName,
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);
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const amountPerRow = 8;
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const amountPerColumn = 4;
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_textureSize = Vector2(
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spriteSheet.width / amountPerRow,
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spriteSheet.height / amountPerColumn,
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);
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animation = SpriteAnimation.fromFrameData(
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spriteSheet,
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SpriteAnimationData.sequenced(
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amount: amountPerRow * amountPerColumn,
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amountPerRow: amountPerRow,
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stepTime: 1 / 24,
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textureSize: _textureSize,
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loop: false,
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),
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);
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}
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@override
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void update(double dt) {
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super.update(dt);
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if (parent != null) {
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final body = (parent! as BodyComponent).body;
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final direction = -body.linearVelocity.normalized();
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angle = math.atan2(direction.x, -direction.y);
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size = (_textureSize / 45) * body.fixtures.first.shape.radius;
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}
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}
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}
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