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pinball/packages/pinball_components/lib/src/components/layer_sensor.dart

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3.4 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template layer_entrance_orientation}
/// Determines if a layer entrance is oriented [up] or [down] on the board.
/// {@endtemplate}
enum LayerEntranceOrientation {
/// Facing up on the Board.
up,
/// Facing down on the Board.
down,
}
/// {@template layer_sensor}
/// [BodyComponent] located at the entrance and exit of a [Layer].
///
/// [LayerSensorBallContactCallback] detects when a [Ball] passes
/// through this sensor.
///
/// By default the base [layer] is set to [Layer.board] and the
/// [outsidePriority] is set to the lowest possible [Layer].
/// {@endtemplate}
abstract class LayerSensor extends BodyComponent with InitialPosition, Layered {
/// {@macro layer_sensor}
LayerSensor({
required Layer insideLayer,
Layer? outsideLayer,
required int insidePriority,
int? outsidePriority,
required this.orientation,
}) : _insideLayer = insideLayer,
_outsideLayer = outsideLayer ?? Layer.board,
_insidePriority = insidePriority,
_outsidePriority = outsidePriority ?? RenderPriority.ballOnBoard {
layer = Layer.opening;
}
final Layer _insideLayer;
final Layer _outsideLayer;
final int _insidePriority;
final int _outsidePriority;
/// Mask bits value for collisions on [Layer].
Layer get insideLayer => _insideLayer;
/// Mask bits value for collisions outside of [Layer].
Layer get outsideLayer => _outsideLayer;
/// Render priority for the [Ball] on [Layer].
int get insidePriority => _insidePriority;
/// Render priority for the [Ball] outside of [Layer].
int get outsidePriority => _outsidePriority;
/// The [Shape] of the [LayerSensor].
Shape get shape;
/// {@macro layer_entrance_orientation}
// TODO(ruimiguel): Try to remove the need of [LayerEntranceOrientation] for
// collision calculations.
final LayerEntranceOrientation orientation;
@override
Body createBody() {
final fixtureDef = FixtureDef(
shape,
isSensor: true,
);
final bodyDef = BodyDef(
position: initialPosition,
userData: this,
);
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
/// {@template layer_sensor_ball_contact_callback}
/// Detects when a [Ball] enters or exits a [Layer] through a [LayerSensor].
///
/// Modifies [Ball]'s [Layer] and render priority depending on whether the
/// [Ball] is on or outside of a [Layer].
/// {@endtemplate}
class LayerSensorBallContactCallback<LayerEntrance extends LayerSensor>
extends ContactCallback<Ball, LayerEntrance> {
@override
void begin(Ball ball, LayerEntrance layerEntrance, Contact _) {
if (ball.layer != layerEntrance.insideLayer) {
final isBallEnteringOpening =
(layerEntrance.orientation == LayerEntranceOrientation.down &&
ball.body.linearVelocity.y < 0) ||
(layerEntrance.orientation == LayerEntranceOrientation.up &&
ball.body.linearVelocity.y > 0);
if (isBallEnteringOpening) {
ball
..layer = layerEntrance.insideLayer
..priority = layerEntrance.insidePriority
..reorderChildren();
}
} else {
ball
..layer = layerEntrance.outsideLayer
..priority = layerEntrance.outsidePriority
..reorderChildren();
}
}
}