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pinball/lib/game/components/ball.dart

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1.8 KiB

import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball/game/game.dart';
/// {@template ball}
/// A solid, [BodyType.dynamic] sphere that rolls and bounces along the
/// [PinballGame].
/// {@endtemplate}
class Ball extends PositionBodyComponent<PinballGame, SpriteComponent> {
/// {@macro ball}
Ball({
required Vector2 position,
}) : _position = position,
super(size: Vector2.all(2));
/// The initial position of the [Ball] body.
final Vector2 _position;
/// Asset location of the sprite that renders with the [Ball].
///
/// Sprite is preloaded by [PinballGameAssetsX].
static const spritePath = 'components/ball.png';
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(spritePath);
final tint = gameRef.theme.characterTheme.ballColor.withOpacity(0.5);
positionComponent = SpriteComponent(sprite: sprite, size: size)..tint(tint);
}
@override
Body createBody() {
final shape = CircleShape()..radius = size.x / 2;
final fixtureDef = FixtureDef(shape)..density = 1;
final bodyDef = BodyDef()
..userData = this
..position = Vector2(_position.x, _position.y + size.y)
..type = BodyType.dynamic;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
/// Removes the [Ball] from a [PinballGame]; spawning a new [Ball] if
/// any are left.
///
/// Triggered by [BottomWallBallContactCallback] when the [Ball] falls into
/// a [BottomWall].
void lost() {
shouldRemove = true;
final bloc = gameRef.read<GameBloc>()..add(const BallLost());
final shouldBallRespwan = !bloc.state.isLastBall && !bloc.state.isGameOver;
if (shouldBallRespwan) {
gameRef.spawnBall();
}
}
}