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pinball/lib/game/components/wall.dart

171 lines
4.5 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@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;
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 =
PinballGame.boardBounds.topLeft.toVector2() + Vector2(18.6, 0);
final bottomRight = PinballGame.boardBounds.bottomRight.toVector2();
final topRight =
PinballGame.boardBounds.topRight.toVector2() - Vector2(18.6, 0);
final bottomLeft = PinballGame.boardBounds.bottomLeft.toVector2();
return [
Wall(start: topLeft, end: topRight),
Wall(start: topRight, end: bottomRight),
Wall(start: topLeft, end: bottomLeft),
];
}
/// {@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()
: super(
start: PinballGame.boardBounds.bottomLeft.toVector2(),
end: PinballGame.boardBounds.bottomRight.toVector2(),
);
}
/// {@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.controller.lost();
}
}
/// {@template dino_top_wall}
/// Wall located above dino, at the right of the board.
/// {@endtemplate}
class DinoTopWall extends BodyComponent with InitialPosition {
///{@macro dino_top_wall}
DinoTopWall() : super(priority: 2) {
// TODO(ruimiguel): remove color once sprites are added.
paint = Paint()
..color = const Color.fromARGB(255, 3, 188, 249)
..style = PaintingStyle.stroke;
}
List<FixtureDef> _createFixtureDefs() {
final fixturesDef = <FixtureDef>[];
final wallPerspectiveAngle =
PinballGame.boardPerspectiveAngle + math.pi / 2;
final bottomCurveControlPoints = [
Vector2(-4, 5),
Vector2(-5, 6.8),
Vector2(-9, 11.8),
Vector2(-9.5, 0),
];
final bottomCurveShape = BezierCurveShape(
controlPoints: bottomCurveControlPoints,
)..rotate(wallPerspectiveAngle);
fixturesDef.add(FixtureDef(bottomCurveShape));
final topCurveControlPoints = [
Vector2(-4, 5),
Vector2(2, 10),
Vector2(7, 10),
Vector2(17, 0),
];
final topCurveShape = BezierCurveShape(
controlPoints: topCurveControlPoints,
)..rotate(wallPerspectiveAngle);
fixturesDef.add(FixtureDef(topCurveShape));
return fixturesDef;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
..type = BodyType.static;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(
(fixture) => body.createFixture(
fixture
..restitution = 0.1
..friction = 0,
),
);
return body;
}
@override
Future<void> onLoad() async {
await super.onLoad();
await _loadBackground();
}
Future<void> _loadBackground() async {
final sprite = await gameRef.loadSprite(
Assets.images.components.dinoLandTop.path,
);
final spriteComponent = SpriteComponent(
sprite: sprite,
size: Vector2(10.6, 27.7),
anchor: Anchor.center,
)
..position = Vector2(-3.2, -4)
..priority = -1;
await add(spriteComponent);
}
}