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pinball/lib/game/components/sling_shot.dart

98 lines
2.9 KiB

import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:geometry/geometry.dart' show centroid;
import 'package:pinball/game/game.dart';
/// {@template sling_shot}
/// Triangular [BodyType.static] body that propels the [Ball] towards the
/// opposite side.
///
/// [SlingShot]s are usually positioned above each [Flipper].
/// {@endtemplate sling_shot}
class SlingShot extends BodyComponent {
/// {@macro sling_shot}
SlingShot({
required Vector2 position,
required BoardSide side,
}) : _position = position,
_side = side {
// TODO(alestiago): Use sprite instead of color when provided.
paint = Paint()
..color = const Color(0xFF00FF00)
..style = PaintingStyle.fill;
}
/// The initial position of the [SlingShot] body.
final Vector2 _position;
/// Whether the [SlingShot] is on the left or right side of the board.
///
/// A [SlingShot] with [BoardSide.left] propels the [Ball] to the right,
/// whereas a [SlingShot] with [BoardSide.right] propels the [Ball] to the
/// left.
final BoardSide _side;
/// The size of the [SlingShot] body.
// TODO(alestiago): Use size from PositionedBodyComponent instead,
// once a sprite is given.
static final Vector2 size = Vector2(6, 8);
List<FixtureDef> _createFixtureDefs() {
final fixtures = <FixtureDef>[];
// TODO(alestiago): This magic number can be deduced by specifying the
// angle and using polar coordinate system to place the bottom right
// vertex.
// Something as: y = -size.y * math.cos(angle)
const additionalIncrement = 3;
final triangleVertices = _side.isLeft
? [
Vector2(0, 0),
Vector2(0, -size.y),
Vector2(
size.x,
-size.y - additionalIncrement,
),
]
: [
Vector2(size.x, 0),
Vector2(size.x, -size.y),
Vector2(
0,
-size.y - additionalIncrement,
),
];
final triangleCentroid = centroid(triangleVertices);
for (final vertex in triangleVertices) {
vertex.setFrom(vertex - triangleCentroid);
}
final triangle = PolygonShape()..set(triangleVertices);
final triangleFixtureDef = FixtureDef(triangle)..friction = 0;
fixtures.add(triangleFixtureDef);
final kicker = EdgeShape()
..set(
triangleVertices.first,
triangleVertices.last,
);
// TODO(alestiago): Play with restitution value once game is bundled.
final kickerFixtureDef = FixtureDef(kicker)
..restitution = 10.0
..friction = 0;
fixtures.add(kickerFixtureDef);
return fixtures;
}
@override
Body createBody() {
final bodyDef = BodyDef()..position = _position;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}