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pinball/lib/game/components/plunger.dart

69 lines
1.9 KiB

import 'package:flame_forge2d/flame_forge2d.dart';
/// {@template plunger}
/// Plunger body component to be pulled and released by the player to launch
/// the pinball.
///
/// The plunger body ignores gravity so the player can control its downward
/// pull.
/// {@endtemplate}
class Plunger extends BodyComponent {
/// {@macro plunger}
Plunger(this._position);
final Vector2 _position;
@override
Body createBody() {
final shape = PolygonShape()..setAsBoxXY(2.5, 1.5);
final fixtureDef = FixtureDef(shape);
final bodyDef = BodyDef()
..userData = this
..position = _position
..type = BodyType.dynamic
..gravityScale = 0;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
/// Set a constant downward velocity on the plunger body.
void pull() {
body.linearVelocity = Vector2(0, -7);
}
/// Set an upward velocity on the plunger body. The velocity's magnitude
/// depends on how far the plunger has been pulled from its original position.
void release() {
final velocity = (_position.y - body.position.y) * 9;
body.linearVelocity = Vector2(0, velocity);
}
}
/// {@template plunger_anchor_prismatic_joint_def}
/// Prismatic joint def between a [Plunger] and an anchor body given motion on
/// the vertical axis.
///
/// The [Plunger] is constrained to vertical motion between its starting
/// position and the anchor body. The anchor needs to be below the plunger for
/// this joint to function properly.
/// {@endtemplate}
class PlungerAnchorPrismaticJointDef extends PrismaticJointDef {
/// {@macro plunger_anchor_prismatic_joint_def}
PlungerAnchorPrismaticJointDef({
required Plunger plunger,
required BodyComponent anchor,
}) {
initialize(
plunger.body,
anchor.body,
anchor.body.position,
Vector2(0, -1),
);
enableLimit = true;
lowerTranslation = double.negativeInfinity;
collideConnected = true;
}
}