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pinball/lib/game/components/flipper.dart

248 lines
6.9 KiB

import 'dart:async';
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/services.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball/gen/assets.gen.dart';
const _leftFlipperKeys = [
LogicalKeyboardKey.arrowLeft,
LogicalKeyboardKey.keyA,
];
const _rightFlipperKeys = [
LogicalKeyboardKey.arrowRight,
LogicalKeyboardKey.keyD,
];
/// {@template flipper}
/// A bat, typically found in pairs at the bottom of the board.
///
/// [Flipper] can be controlled by the player in an arc motion.
/// {@endtemplate flipper}
class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
/// {@macro flipper}
Flipper({
required this.side,
}) : _keys = side.isLeft ? _leftFlipperKeys : _rightFlipperKeys;
/// The size of the [Flipper].
static final size = Vector2(12, 2.8);
/// The speed required to move the [Flipper] to its highest position.
///
/// The higher the value, the faster the [Flipper] will move.
static const double _speed = 60;
/// Whether the [Flipper] is on the left or right side of the board.
///
/// A [Flipper] with [BoardSide.left] has a counter-clockwise arc motion,
/// whereas a [Flipper] with [BoardSide.right] has a clockwise arc motion.
final BoardSide side;
/// The [LogicalKeyboardKey]s that will control the [Flipper].
///
/// [onKeyEvent] method listens to when one of these keys is pressed.
final List<LogicalKeyboardKey> _keys;
/// Applies downward linear velocity to the [Flipper], moving it to its
/// resting position.
void _moveDown() {
body.linearVelocity = Vector2(0, -_speed);
}
/// Applies upward linear velocity to the [Flipper], moving it to its highest
/// position.
void _moveUp() {
body.linearVelocity = Vector2(0, _speed);
}
/// Loads the sprite that renders with the [Flipper].
Future<void> _loadSprite() async {
final sprite = await gameRef.loadSprite(
Assets.images.components.flipper.path,
);
final spriteComponent = SpriteComponent(
sprite: sprite,
size: size,
anchor: Anchor.center,
);
if (side.isRight) {
spriteComponent.flipHorizontally();
}
await add(spriteComponent);
}
/// Anchors the [Flipper] to the [RevoluteJoint] that controls its arc motion.
Future<void> _anchorToJoint() async {
final anchor = _FlipperAnchor(flipper: this);
await add(anchor);
final jointDef = _FlipperAnchorRevoluteJointDef(
flipper: this,
anchor: anchor,
);
final joint = _FlipperJoint(jointDef)..create(world);
// FIXME(erickzanardo): when mounted the initial position is not fully
// reached.
unawaited(
mounted.whenComplete(joint.unlock),
);
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final direction = side.direction;
final bigCircleShape = CircleShape()..radius = 1.75;
bigCircleShape.position.setValues(
((size.x / 2) * direction) + (bigCircleShape.radius * -direction),
0,
);
final bigCircleFixtureDef = FixtureDef(bigCircleShape);
fixturesDef.add(bigCircleFixtureDef);
final smallCircleShape = CircleShape()..radius = 0.9;
smallCircleShape.position.setValues(
((size.x / 2) * -direction) + (smallCircleShape.radius * direction),
0,
);
final smallCircleFixtureDef = FixtureDef(smallCircleShape);
fixturesDef.add(smallCircleFixtureDef);
final trapeziumVertices = side.isLeft
? [
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
]
: [
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
];
final trapezium = PolygonShape()..set(trapeziumVertices);
final trapeziumFixtureDef = FixtureDef(trapezium)
..density = 50.0 // TODO(alestiago): Use a proper density.
..friction = .1; // TODO(alestiago): Use a proper friction.
fixturesDef.add(trapeziumFixtureDef);
return fixturesDef;
}
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await Future.wait([
_loadSprite(),
_anchorToJoint(),
]);
}
@override
Body createBody() {
final bodyDef = BodyDef()
..position = initialPosition
..gravityScale = 0
..type = BodyType.dynamic;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
bool onKeyEvent(
RawKeyEvent event,
Set<LogicalKeyboardKey> keysPressed,
) {
if (!_keys.contains(event.logicalKey)) return true;
if (event is RawKeyDownEvent) {
_moveUp();
} else if (event is RawKeyUpEvent) {
_moveDown();
}
return false;
}
}
/// {@template flipper_anchor}
/// [JointAnchor] positioned at the end of a [Flipper].
///
/// The end of a [Flipper] depends on its [Flipper.side].
/// {@endtemplate}
class _FlipperAnchor extends JointAnchor {
/// {@macro flipper_anchor}
_FlipperAnchor({
required Flipper flipper,
}) {
initialPosition = Vector2(
flipper.body.position.x + ((Flipper.size.x * flipper.side.direction) / 2),
flipper.body.position.y,
);
}
}
/// {@template flipper_anchor_revolute_joint_def}
/// Hinges one end of [Flipper] to a [_FlipperAnchor] to achieve an arc motion.
/// {@endtemplate}
class _FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
/// {@macro flipper_anchor_revolute_joint_def}
_FlipperAnchorRevoluteJointDef({
required Flipper flipper,
required _FlipperAnchor anchor,
}) : side = flipper.side {
initialize(
flipper.body,
anchor.body,
anchor.body.position,
);
enableLimit = true;
final angle = (_sweepingAngle * -side.direction) / 2;
lowerAngle = upperAngle = angle;
}
/// The total angle of the arc motion.
static const _sweepingAngle = math.pi / 3.5;
final BoardSide side;
}
class _FlipperJoint extends RevoluteJoint {
_FlipperJoint(_FlipperAnchorRevoluteJointDef def)
: side = def.side,
super(def);
final BoardSide side;
// TODO(alestiago): Remove once Forge2D supports custom joints.
void create(World world) {
world.joints.add(this);
bodyA.joints.add(this);
bodyB.joints.add(this);
}
/// Unlocks the [Flipper] from its resting position.
///
/// The [Flipper] is locked when initialized in order to force it to be at
/// its resting position.
void unlock() {
setLimits(
lowerLimit * side.direction,
-upperLimit * side.direction,
);
}
}