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

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7.6 KiB

// ignore_for_file: avoid_renaming_method_parameters, comment_references
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@template spaceship_ramp}
/// A [Blueprint] which creates the [_SpaceshipRampBackground].
/// {@endtemplate}
class SpaceshipRamp extends Forge2DBlueprint {
/// {@macro spaceship_ramp}
SpaceshipRamp();
/// Base priority for wall while be in the ramp.
static const int ballPriorityInsideRamp = 4;
@override
void build(_) {
addAllContactCallback([
RampOpeningBallContactCallback<_SpaceshipRampOpening>(),
]);
final rightOpening = _SpaceshipRampOpening(
// TODO(ruimiguel): set Board priority when defined.
outsidePriority: 1,
rotation: math.pi,
)
..initialPosition = Vector2(1.7, 19)
..layer = Layer.opening;
final leftOpening = _SpaceshipRampOpening(
outsideLayer: Layer.spaceship,
outsidePriority: Spaceship.ballPriorityWhenOnSpaceship,
rotation: math.pi,
)
..initialPosition = Vector2(-13.7, 19)
..layer = Layer.spaceshipEntranceRamp;
final spaceshipRamp = _SpaceshipRampBackground();
final spaceshipRampForegroundRailing = _SpaceshipRampForegroundRailing();
final baseRight = _SpaceshipRampBase()..initialPosition = Vector2(1.7, 20);
addAll([
rightOpening,
leftOpening,
baseRight,
spaceshipRamp,
spaceshipRampForegroundRailing,
]);
}
}
/// Represents the upper left blue ramp of the [Board] with its background
/// railing.
class _SpaceshipRampBackground extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampBackground()
: super(priority: SpaceshipRamp.ballPriorityInsideRamp - 1) {
layer = Layer.spaceshipEntranceRamp;
}
/// Width between walls of the ramp.
static const width = 5.0;
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final outerLeftCurveShape = BezierCurveShape(
controlPoints: [
Vector2(-30.95, 38),
Vector2(-32.5, 71.25),
Vector2(-14.2, 71.25),
],
);
final outerLeftCurveFixtureDef = FixtureDef(outerLeftCurveShape);
fixturesDef.add(outerLeftCurveFixtureDef);
final outerRightCurveShape = BezierCurveShape(
controlPoints: [
outerLeftCurveShape.vertices.last,
Vector2(4.7, 71.25),
Vector2(6.3, 40),
],
);
final outerRightCurveFixtureDef = FixtureDef(outerRightCurveShape);
fixturesDef.add(outerRightCurveFixtureDef);
return fixturesDef;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
await add(_SpaceshipRampBackgroundRailingSpriteComponent());
await add(_SpaceshipRampBackgroundRampSpriteComponent());
}
}
class _SpaceshipRampBackgroundRailingSpriteComponent extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.railingBackground.keyName,
);
this.sprite = sprite;
size = Vector2(38.3, 35.1);
anchor = Anchor.center;
position = Vector2(-12.2, -54.5);
}
}
class _SpaceshipRampBackgroundRampSpriteComponent extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.main.keyName,
);
this.sprite = sprite;
size = Vector2(38.3, 35.1);
anchor = Anchor.center;
position = Vector2(-12.2, -543.5);
}
}
/// Represents the foreground of the railing upper left blue ramp.
class _SpaceshipRampForegroundRailing extends BodyComponent
with InitialPosition, Layered {
_SpaceshipRampForegroundRailing()
: super(priority: SpaceshipRamp.ballPriorityInsideRamp + 1) {
layer = Layer.spaceshipEntranceRamp;
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final innerLeftCurveShape = BezierCurveShape(
controlPoints: [
Vector2(-24.5, 38),
Vector2(-26.3, 64),
Vector2(-13.8, 64.5),
],
);
final innerLeftCurveFixtureDef = FixtureDef(innerLeftCurveShape);
fixturesDef.add(innerLeftCurveFixtureDef);
final innerRightCurveShape = BezierCurveShape(
controlPoints: [
innerLeftCurveShape.vertices.last,
Vector2(-1, 64.5),
Vector2(0.1, 39.5),
],
);
final innerRightCurveFixtureDef = FixtureDef(innerRightCurveShape);
fixturesDef.add(innerRightCurveFixtureDef);
return fixturesDef;
}
@override
Body createBody() {
renderBody = false;
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
await add(_SpaceshipRampForegroundRalingSpriteComponent());
}
}
class _SpaceshipRampForegroundRalingSpriteComponent extends SpriteComponent
with HasGameRef {
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceship.ramp.railingForeground.keyName,
);
this.sprite = sprite;
size = Vector2(26.1, 28.3);
anchor = Anchor.center;
position = Vector2(-12.2, -52.5);
}
}
/// Represents the ground right base of the [SpaceshipRamp].
class _SpaceshipRampBase extends BodyComponent with InitialPosition, Layered {
_SpaceshipRampBase() {
layer = Layer.board;
}
@override
Body createBody() {
renderBody = false;
const baseWidth = 6;
final baseShape = BezierCurveShape(
controlPoints: [
Vector2(initialPosition.x - baseWidth / 2, initialPosition.y),
Vector2(initialPosition.x - baseWidth / 2, initialPosition.y) +
Vector2(2, 2),
Vector2(initialPosition.x + baseWidth / 2, initialPosition.y) +
Vector2(-2, 2),
Vector2(initialPosition.x + baseWidth / 2, initialPosition.y)
],
);
final fixtureDef = FixtureDef(baseShape);
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
/// {@template spaceship_ramp_opening}
/// [RampOpening] with [Layer.spaceshipEntranceRamp] to filter [Ball] collisions
/// inside [_SpaceshipRampBackground].
/// {@endtemplate}
class _SpaceshipRampOpening extends RampOpening {
/// {@macro spaceship_ramp_opening}
_SpaceshipRampOpening({
Layer? outsideLayer,
int? outsidePriority,
required double rotation,
}) : _rotation = rotation,
super(
insideLayer: Layer.spaceshipEntranceRamp,
outsideLayer: outsideLayer,
orientation: RampOrientation.down,
insidePriority: SpaceshipRamp.ballPriorityInsideRamp,
outsidePriority: outsidePriority,
);
final double _rotation;
static final Vector2 _size = Vector2(_SpaceshipRampBackground.width / 4, .1);
@override
Shape get shape {
renderBody = false;
return PolygonShape()
..setAsBox(
_size.x,
_size.y,
initialPosition,
_rotation,
);
}
}