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80 lines
2.5 KiB
80 lines
2.5 KiB
import 'package:flame/components.dart';
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import 'package:flame_forge2d/forge2d_game.dart';
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import 'package:flutter/material.dart';
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import 'package:pinball/flame/flame.dart';
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import 'package:pinball/game/game.dart';
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import 'package:pinball_components/pinball_components.dart';
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import 'package:pinball_theme/pinball_theme.dart';
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/// {@template controlled_ball}
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/// A [Ball] with a [BallController] attached.
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/// {@endtemplate}
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class ControlledBall extends Ball with Controls<BallController> {
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/// A [Ball] that launches from the [Plunger].
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///
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/// When a launched [Ball] is lost, it will decrease the [GameState.balls]
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/// count, and a new [Ball] is spawned.
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ControlledBall.launch({
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required PinballTheme theme,
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}) : super(baseColor: theme.characterTheme.ballColor) {
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controller = LaunchedBallController(this);
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}
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/// {@template bonus_ball}
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/// {@macro controlled_ball}
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///
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/// When a bonus [Ball] is lost, the [GameState.balls] doesn't change.
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/// {@endtemplate}
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ControlledBall.bonus({
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required PinballTheme theme,
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}) : super(baseColor: theme.characterTheme.ballColor) {
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controller = BallController(this);
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}
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/// [Ball] used in [DebugPinballGame].
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ControlledBall.debug() : super(baseColor: const Color(0xFFFF0000)) {
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controller = BallController(this);
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}
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}
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/// {@template ball_controller}
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/// Controller attached to a [Ball] that handles its game related logic.
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/// {@endtemplate}
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class BallController extends ComponentController<Ball> {
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/// {@macro ball_controller}
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BallController(Ball ball) : super(ball);
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/// Removes the [Ball] from a [PinballGame].
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///
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/// {@template ball_controller_lost}
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/// Triggered by [BottomWallBallContactCallback] when the [Ball] falls into
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/// a [BottomWall].
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/// {@endtemplate}
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@mustCallSuper
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void lost() {
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component.shouldRemove = true;
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}
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}
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/// {@macro ball_controller}
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class LaunchedBallController extends BallController
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with HasGameRef<PinballGame> {
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/// {@macro ball_controller}
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LaunchedBallController(Ball<Forge2DGame> ball) : super(ball);
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/// Removes the [Ball] from a [PinballGame]; spawning a new [Ball] if
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/// any are left.
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///
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/// {@macro ball_controller_lost}
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@override
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void lost() {
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super.lost();
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final bloc = gameRef.read<GameBloc>()..add(const BallLost());
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// TODO(alestiago): Consider the use of onNewState instead.
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final shouldBallRespwan = !bloc.state.isLastBall && !bloc.state.isGameOver;
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if (shouldBallRespwan) gameRef.spawnBall();
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}
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}
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