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134 lines
3.0 KiB
134 lines
3.0 KiB
// ignore_for_file: avoid_renaming_method_parameters
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import 'package:flame/components.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball_components/pinball_components.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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/// {@template sparky_computer}
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/// A computer owned by Sparky.
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/// {@endtemplate}
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class SparkyComputer extends Component {
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/// {@macro sparky_computer}
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SparkyComputer()
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: super(
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children: [
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_ComputerBase(),
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_ComputerTopSpriteComponent(),
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_ComputerGlowSpriteComponent(),
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],
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);
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}
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class _ComputerBase extends BodyComponent with InitialPosition, ZIndex {
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_ComputerBase()
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: super(
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renderBody: false,
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children: [_ComputerBaseSpriteComponent()],
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) {
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zIndex = ZIndexes.computerBase;
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}
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List<FixtureDef> _createFixtureDefs() {
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final leftEdge = EdgeShape()
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..set(
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Vector2(-14.9, -46),
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Vector2(-15.3, -49.6),
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);
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final topEdge = EdgeShape()
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..set(
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Vector2(-15.3, -49.6),
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Vector2(-10.7, -50.6),
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);
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final rightEdge = EdgeShape()
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..set(
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Vector2(-10.7, -50.6),
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Vector2(-9, -47.2),
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);
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return [
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FixtureDef(leftEdge),
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FixtureDef(topEdge),
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FixtureDef(rightEdge),
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];
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef(position: initialPosition);
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final body = world.createBody(bodyDef);
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_createFixtureDefs().forEach(body.createFixture);
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return body;
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}
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}
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class _ComputerBaseSpriteComponent extends SpriteComponent with HasGameRef {
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_ComputerBaseSpriteComponent()
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: super(
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anchor: Anchor.center,
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position: Vector2(-12.1, -48.15),
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);
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = Sprite(
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gameRef.images.fromCache(
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Assets.images.sparky.computer.base.keyName,
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),
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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}
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}
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class _ComputerTopSpriteComponent extends SpriteComponent
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with HasGameRef, ZIndex {
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_ComputerTopSpriteComponent()
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: super(
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anchor: Anchor.center,
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position: Vector2(-12.52, -49.37),
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) {
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zIndex = ZIndexes.computerTop;
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = Sprite(
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gameRef.images.fromCache(
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Assets.images.sparky.computer.top.keyName,
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),
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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}
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}
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class _ComputerGlowSpriteComponent extends SpriteComponent
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with HasGameRef, ZIndex {
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_ComputerGlowSpriteComponent()
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: super(
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anchor: Anchor.center,
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position: Vector2(7.4, 10),
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) {
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zIndex = ZIndexes.computerGlow;
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = Sprite(
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gameRef.images.fromCache(
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Assets.images.sparky.computer.glow.keyName,
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),
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);
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this.sprite = sprite;
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size = sprite.originalSize / 10;
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}
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}
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