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pinball/lib/game/components/sparky_scorch.dart

84 lines
2.6 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball/game/behaviors/behaviors.dart';
import 'package:pinball/game/components/components.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template sparky_scorch}
/// Area positioned at the top left of the board containing the
/// [SparkyComputer], [SparkyAnimatronic], and [SparkyBumper]s.
/// {@endtemplate}
class SparkyScorch extends Component {
/// {@macro sparky_scorch}
SparkyScorch()
: super(
children: [
SparkyBumper.a(
children: [
ScoringContactBehavior(points: Points.twentyThousand),
BumperNoisyBehavior(),
],
)..initialPosition = Vector2(-22.9, -41.65),
SparkyBumper.b(
children: [
ScoringContactBehavior(points: Points.twentyThousand),
BumperNoisyBehavior(),
],
)..initialPosition = Vector2(-21.25, -57.9),
SparkyBumper.c(
children: [
ScoringContactBehavior(points: Points.twentyThousand),
BumperNoisyBehavior(),
],
)..initialPosition = Vector2(-3.3, -52.55),
SparkyComputerSensor()..initialPosition = Vector2(-13, -49.9),
SparkyAnimatronic()..position = Vector2(-13.8, -58.2),
SparkyComputer(),
],
);
}
/// {@template sparky_computer_sensor}
/// Small sensor body used to detect when a ball has entered the
/// [SparkyComputer].
/// {@endtemplate}
class SparkyComputerSensor extends BodyComponent
with InitialPosition, ContactCallbacks {
/// {@macro sparky_computer_sensor}
SparkyComputerSensor()
: super(
renderBody: false,
children: [
ScoringContactBehavior(points: Points.twentyThousand),
],
);
@override
Body createBody() {
final shape = PolygonShape()
..setAsBox(
1,
0.1,
Vector2.zero(),
-0.18,
);
final fixtureDef = FixtureDef(shape, isSensor: true);
final bodyDef = BodyDef(
position: initialPosition,
userData: this,
);
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
@override
void beginContact(Object other, Contact contact) {
super.beginContact(other, contact);
if (other is! ControlledBall) return;
other.controller.turboCharge();
gameRef.firstChild<SparkyAnimatronic>()?.playing = true;
}
}