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pinball/lib/game/components/spaceship_exit_rail.dart

199 lines
5.6 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'dart:math' as math;
import 'dart:ui';
import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@template spaceship_exit_rail}
/// A [Blueprint] for the spaceship drop tube.
/// {@endtemplate}
class SpaceshipExitRail extends Forge2DBlueprint {
/// {@macro spaceship_exit_rail}
SpaceshipExitRail({required this.position});
/// The [position] where the elements will be created
final Vector2 position;
@override
void build(_) {
addAllContactCallback([
SpaceshipExitRailEndBallContactCallback(),
]);
final spaceshipExitRailRamp = _SpaceshipExitRailRamp()
..initialPosition = position;
final exitRail = SpaceshipExitRailEnd()
..initialPosition = position + _SpaceshipExitRailRamp.exitPoint;
addAll([
spaceshipExitRailRamp,
exitRail,
]);
}
}
class _SpaceshipExitRailRamp extends BodyComponent
with InitialPosition, Layered {
_SpaceshipExitRailRamp() : super(priority: 2) {
layer = Layer.spaceshipExitRail;
// TODO(ruimiguel): remove color once asset is placed.
paint = Paint()
..color = const Color.fromARGB(255, 249, 65, 3)
..style = PaintingStyle.stroke;
}
static final exitPoint = Vector2(9.2, -48.5);
List<FixtureDef> _createFixtureDefs() {
const entranceRotationAngle = 175 * math.pi / 180;
const curveRotationAngle = 275 * math.pi / 180;
const exitRotationAngle = 340 * math.pi / 180;
const width = 5.5;
final fixturesDefs = <FixtureDef>[];
final entranceWall = ArcShape(
center: Vector2(width / 2, 0),
arcRadius: width / 2,
angle: math.pi,
rotation: entranceRotationAngle,
);
final entranceFixtureDef = FixtureDef(entranceWall);
fixturesDefs.add(entranceFixtureDef);
final topLeftControlPoints = [
Vector2(0, 0),
Vector2(10, .5),
Vector2(7, 4),
Vector2(15.5, 8.3),
];
final topLeftCurveShape = BezierCurveShape(
controlPoints: topLeftControlPoints,
)..rotate(curveRotationAngle);
final topLeftFixtureDef = FixtureDef(topLeftCurveShape);
fixturesDefs.add(topLeftFixtureDef);
final topRightControlPoints = [
Vector2(0, width),
Vector2(10, 6.5),
Vector2(7, 10),
Vector2(15.5, 13.2),
];
final topRightCurveShape = BezierCurveShape(
controlPoints: topRightControlPoints,
)..rotate(curveRotationAngle);
final topRightFixtureDef = FixtureDef(topRightCurveShape);
fixturesDefs.add(topRightFixtureDef);
final mediumLeftControlPoints = [
topLeftControlPoints.last,
Vector2(21, 12.9),
Vector2(30, 7.1),
Vector2(32, 4.8),
];
final mediumLeftCurveShape = BezierCurveShape(
controlPoints: mediumLeftControlPoints,
)..rotate(curveRotationAngle);
final mediumLeftFixtureDef = FixtureDef(mediumLeftCurveShape);
fixturesDefs.add(mediumLeftFixtureDef);
final mediumRightControlPoints = [
topRightControlPoints.last,
Vector2(21, 17.2),
Vector2(30, 12.1),
Vector2(32, 10.2),
];
final mediumRightCurveShape = BezierCurveShape(
controlPoints: mediumRightControlPoints,
)..rotate(curveRotationAngle);
final mediumRightFixtureDef = FixtureDef(mediumRightCurveShape);
fixturesDefs.add(mediumRightFixtureDef);
final bottomLeftControlPoints = [
mediumLeftControlPoints.last,
Vector2(40, -1),
Vector2(48, 1.9),
Vector2(50.5, 2.5),
];
final bottomLeftCurveShape = BezierCurveShape(
controlPoints: bottomLeftControlPoints,
)..rotate(curveRotationAngle);
final bottomLeftFixtureDef = FixtureDef(bottomLeftCurveShape);
fixturesDefs.add(bottomLeftFixtureDef);
final bottomRightControlPoints = [
mediumRightControlPoints.last,
Vector2(40, 4),
Vector2(46, 6.5),
Vector2(48.8, 7.6),
];
final bottomRightCurveShape = BezierCurveShape(
controlPoints: bottomRightControlPoints,
)..rotate(curveRotationAngle);
final bottomRightFixtureDef = FixtureDef(bottomRightCurveShape);
fixturesDefs.add(bottomRightFixtureDef);
final exitWall = ArcShape(
center: exitPoint,
arcRadius: width / 2,
angle: math.pi,
rotation: exitRotationAngle,
);
final exitFixtureDef = FixtureDef(exitWall);
fixturesDefs.add(exitFixtureDef);
return fixturesDefs;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}
/// {@template spaceship_exit_rail_end}
/// A sensor [BodyComponent] responsible for sending the [Ball]
/// back to the board.
/// {@endtemplate}
class SpaceshipExitRailEnd extends RampOpening {
/// {@macro spaceship_exit_rail_end}
SpaceshipExitRailEnd()
: super(
pathwayLayer: Layer.spaceshipExitRail,
orientation: RampOrientation.down,
) {
layer = Layer.spaceshipExitRail;
}
@override
Shape get shape {
return CircleShape()..radius = 1;
}
}
/// [ContactCallback] that handles the contact between the [Ball]
/// and a [SpaceshipExitRailEnd].
///
/// It resets the [Ball] priority and filter data so it will "be back" on the
/// board.
class SpaceshipExitRailEndBallContactCallback
extends ContactCallback<SpaceshipExitRailEnd, Ball> {
@override
void begin(SpaceshipExitRailEnd exitRail, Ball ball, _) {
ball
..priority = 1
..gameRef.reorderChildren()
..layer = exitRail.outsideLayer;
}
}