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pinball/lib/game/components/wall.dart

81 lines
2.2 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball/game/components/components.dart';
/// {@template wall}
/// A continuous generic and [BodyType.static] barrier that divides a game area.
/// {@endtemplate}
// TODO(alestiago): Remove [Wall] for [Pathway.straight].
class Wall extends BodyComponent {
/// {@macro wall}
Wall({
required this.start,
required this.end,
});
/// The [start] of the [Wall].
final Vector2 start;
/// The [end] of the [Wall].
final Vector2 end;
@override
Body createBody() {
final shape = EdgeShape()..set(start, end);
final fixtureDef = FixtureDef(shape)
..restitution = 0.1
..friction = 0.3;
final bodyDef = BodyDef()
..userData = this
..position = Vector2.zero()
..type = BodyType.static;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
}
/// Create top, left, and right [Wall]s for the game board.
List<Wall> createBoundaries(Forge2DGame game) {
final topLeft = Vector2.zero();
final bottomRight = game.screenToWorld(game.camera.viewport.effectiveSize);
final topRight = Vector2(bottomRight.x, topLeft.y);
final bottomLeft = Vector2(topLeft.x, bottomRight.y);
return [
Wall(start: topLeft, end: topRight),
Wall(start: topRight, end: bottomRight),
Wall(start: bottomLeft, end: topLeft),
];
}
/// {@template bottom_wall}
/// [Wall] located at the bottom of the board.
///
/// Collisions with [BottomWall] are listened by
/// [BottomWallBallContactCallback].
/// {@endtemplate}
class BottomWall extends Wall {
/// {@macro bottom_wall}
BottomWall(Forge2DGame game)
: super(
start: game.screenToWorld(game.camera.viewport.effectiveSize),
end: Vector2(
0,
game.screenToWorld(game.camera.viewport.effectiveSize).y,
),
);
}
/// {@template bottom_wall_ball_contact_callback}
/// Listens when a [Ball] falls into a [BottomWall].
/// {@endtemplate}
class BottomWallBallContactCallback extends ContactCallback<Ball, BottomWall> {
@override
void begin(Ball ball, BottomWall wall, Contact contact) {
ball.lost();
}
}