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

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6.8 KiB

import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
import 'package:pinball_flame/pinball_flame.dart';
/// {@template plunger}
/// [Plunger] serves as a spring, that shoots the ball on the right side of the
/// playfield.
///
/// [Plunger] ignores gravity so the player controls its downward [pull].
/// {@endtemplate}
class Plunger extends BodyComponent with InitialPosition, Layered, ZIndex {
/// {@macro plunger}
Plunger({
required this.compressionDistance,
}) : super(renderBody: false) {
zIndex = ZIndexes.plunger;
layer = Layer.launcher;
}
/// Distance the plunger can lower.
final double compressionDistance;
late final _PlungerSpriteAnimationGroupComponent _spriteComponent;
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final leftShapeVertices = [
Vector2(0, 0),
Vector2(-1.8, 0),
Vector2(-1.8, -2.2),
Vector2(0, -0.3),
]..map((vector) => vector.rotate(BoardDimensions.perspectiveAngle))
.toList();
final leftTriangleShape = PolygonShape()..set(leftShapeVertices);
final leftTriangleFixtureDef = FixtureDef(leftTriangleShape)..density = 80;
fixturesDef.add(leftTriangleFixtureDef);
final rightShapeVertices = [
Vector2(0, 0),
Vector2(1.8, 0),
Vector2(1.8, -2.2),
Vector2(0, -0.3),
]..map((vector) => vector.rotate(BoardDimensions.perspectiveAngle))
.toList();
final rightTriangleShape = PolygonShape()..set(rightShapeVertices);
final rightTriangleFixtureDef = FixtureDef(rightTriangleShape)
..density = 80;
fixturesDef.add(rightTriangleFixtureDef);
return fixturesDef;
}
@override
Body createBody() {
final bodyDef = BodyDef(
position: initialPosition,
userData: this,
type: BodyType.dynamic,
gravityScale: Vector2.zero(),
);
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
var _pullingDownTime = 0.0;
/// Pulls the plunger down for the given amount of [seconds].
// ignore: use_setters_to_change_properties
void pullFor(double seconds) {
_pullingDownTime = seconds;
}
/// Set a constant downward velocity on the [Plunger].
void pull() {
body.linearVelocity = Vector2(0, 7);
_spriteComponent.pull();
}
/// Set an upward velocity on the [Plunger].
///
/// The velocity's magnitude depends on how far the [Plunger] has been pulled
/// from its original [initialPosition].
void release() {
_pullingDownTime = 0;
final velocity = (initialPosition.y - body.position.y) * 11;
body.linearVelocity = Vector2(0, velocity);
_spriteComponent.release();
}
@override
void update(double dt) {
// Ensure that we only pull or release when the time is greater than zero.
if (_pullingDownTime > 0) {
_pullingDownTime -= dt;
if (_pullingDownTime <= 0) {
release();
} else {
pull();
}
}
super.update(dt);
}
/// Anchors the [Plunger] to the [PrismaticJoint] that controls its vertical
/// motion.
Future<void> _anchorToJoint() async {
final anchor = PlungerAnchor(plunger: this);
await add(anchor);
final jointDef = PlungerAnchorPrismaticJointDef(
plunger: this,
anchor: anchor,
);
world.createJoint(
PrismaticJoint(jointDef)..setLimits(-compressionDistance, 0),
);
}
@override
Future<void> onLoad() async {
await super.onLoad();
await _anchorToJoint();
_spriteComponent = _PlungerSpriteAnimationGroupComponent();
await add(_spriteComponent);
}
}
/// Animation states associated with a [Plunger].
enum _PlungerAnimationState {
/// Pull state.
pull,
/// Release state.
release,
}
/// Animations for pulling and releasing [Plunger].
class _PlungerSpriteAnimationGroupComponent
extends SpriteAnimationGroupComponent<_PlungerAnimationState>
with HasGameRef {
_PlungerSpriteAnimationGroupComponent()
: super(
anchor: Anchor.center,
position: Vector2(1.87, 14.9),
);
void pull() {
if (current != _PlungerAnimationState.pull) {
animation?.reset();
}
current = _PlungerAnimationState.pull;
}
void release() {
if (current != _PlungerAnimationState.release) {
animation?.reset();
}
current = _PlungerAnimationState.release;
}
@override
Future<void> onLoad() async {
await super.onLoad();
// TODO(alestiago): Used cached images.
final spriteSheet = await gameRef.images.load(
Assets.images.plunger.plunger.keyName,
);
const amountPerRow = 20;
const amountPerColumn = 1;
final textureSize = Vector2(
spriteSheet.width / amountPerRow,
spriteSheet.height / amountPerColumn,
);
size = textureSize / 10;
// TODO(ruimiguel): we only need plunger pull animation, and release is just
// to reverse it, so we need to divide by 2 while we don't have only half of
// the animation (but amountPerRow and amountPerColumn needs to be correct
// in order of calculate textureSize correctly).
final pullAnimation = SpriteAnimation.fromFrameData(
spriteSheet,
SpriteAnimationData.sequenced(
amount: amountPerRow * amountPerColumn ~/ 2,
amountPerRow: amountPerRow ~/ 2,
stepTime: 1 / 24,
textureSize: textureSize,
texturePosition: Vector2.zero(),
loop: false,
),
);
animations = {
_PlungerAnimationState.release: pullAnimation.reversed(),
_PlungerAnimationState.pull: pullAnimation,
};
current = _PlungerAnimationState.release;
}
}
/// {@template plunger_anchor}
/// [JointAnchor] positioned below a [Plunger].
/// {@endtemplate}
class PlungerAnchor extends JointAnchor {
/// {@macro plunger_anchor}
PlungerAnchor({
required Plunger plunger,
}) {
initialPosition = Vector2(
0,
plunger.compressionDistance,
);
}
}
/// {@template plunger_anchor_prismatic_joint_def}
/// [PrismaticJointDef] between a [Plunger] and an [JointAnchor] with motion on
/// the vertical axis.
///
/// The [Plunger] is constrained vertically between its starting position and
/// the [JointAnchor]. The [JointAnchor] must be below the [Plunger].
/// {@endtemplate}
class PlungerAnchorPrismaticJointDef extends PrismaticJointDef {
/// {@macro plunger_anchor_prismatic_joint_def}
PlungerAnchorPrismaticJointDef({
required Plunger plunger,
required PlungerAnchor anchor,
}) {
initialize(
plunger.body,
anchor.body,
plunger.body.position + anchor.body.position,
Vector2(16, BoardDimensions.bounds.height),
);
enableLimit = true;
lowerTranslation = double.negativeInfinity;
enableMotor = true;
motorSpeed = 1000;
maxMotorForce = motorSpeed;
collideConnected = true;
}
}