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122 lines
3.4 KiB
122 lines
3.4 KiB
import 'dart:async';
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import 'package:flame/components.dart';
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import 'package:flame_bloc/flame_bloc.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/material.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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import 'package:pinball_theme/pinball_theme.dart' as theme;
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export 'behaviors/behaviors.dart';
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export 'cubit/ball_cubit.dart';
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/// {@template ball}
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/// A solid, [BodyType.dynamic] sphere that rolls and bounces around.
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/// {@endtemplate}
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class Ball extends BodyComponent with Layered, InitialPosition, ZIndex {
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/// {@macro ball}
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Ball({String? assetPath}) : this._(bloc: BallCubit(), assetPath: assetPath);
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Ball._({required this.bloc, String? assetPath})
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: super(
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renderBody: false,
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children: [
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FlameBlocProvider<BallCubit, BallState>.value(
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value: bloc,
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children: [BallSpriteComponent(assetPath: assetPath)],
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),
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BallScalingBehavior(),
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BallGravitatingBehavior(),
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],
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) {
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layer = Layer.board;
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}
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/// Creates a [Ball] without any behaviors.
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///
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/// This can be used for testing [Ball]'s behaviors in isolation.
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@visibleForTesting
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Ball.test({
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BallCubit? bloc,
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String? assetPath,
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}) : bloc = bloc ?? BallCubit(),
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super(
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children: [
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FlameBlocProvider<BallCubit, BallState>.value(
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value: bloc ?? BallCubit(),
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children: [BallSpriteComponent(assetPath: assetPath)],
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)
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],
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);
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/// Bloc to update the ball sprite when a new character is selected.
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final BallCubit bloc;
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/// The size of the [Ball].
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static final Vector2 size = Vector2.all(4.13);
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@override
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Body createBody() {
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final shape = CircleShape()..radius = size.x / 2;
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final bodyDef = BodyDef(
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position: initialPosition,
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type: BodyType.dynamic,
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userData: this,
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bullet: true,
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);
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return world.createBody(bodyDef)..createFixtureFromShape(shape, 1);
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}
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/// Immediately and completely [stop]s the ball.
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///
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/// The [Ball] will no longer be affected by any forces, including it's
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/// weight and those emitted from collisions.
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void stop() {
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body
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..gravityScale = Vector2.zero()
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..linearVelocity = Vector2.zero()
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..angularVelocity = 0;
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}
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/// Allows the [Ball] to be affected by forces.
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///
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/// If previously [stop]ped, the previous ball's velocity is not kept.
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void resume() {
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body.gravityScale = Vector2(1, 1);
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}
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}
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/// {@template ball_sprite_component}
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/// Visual representation of the [Ball].
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/// {@endtemplate}
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@visibleForTesting
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class BallSpriteComponent extends SpriteComponent
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with HasGameRef, FlameBlocListenable<BallCubit, BallState> {
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/// {@macro ball_sprite_component}
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BallSpriteComponent({required String? assetPath})
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: _assetPath = assetPath,
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super(anchor: Anchor.center);
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final String? _assetPath;
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@override
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void onNewState(BallState state) {
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sprite = Sprite(
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gameRef.images.fromCache(state.characterTheme.ball.keyName),
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);
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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
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.fromCache(_assetPath ?? theme.Assets.images.dash.ball.keyName),
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);
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this.sprite = sprite;
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size = sprite.originalSize / 12.5;
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}
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}
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