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pinball/lib/game/components/controlled_ball.dart

67 lines
2.2 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'package:flame/components.dart';
import 'package:flame_bloc/flame_bloc.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
import 'package:pinball_flame/pinball_flame.dart';
import 'package:pinball_theme/pinball_theme.dart';
/// {@template controlled_ball}
/// A [Ball] with a [BallController] attached.
///
/// When a [Ball] is lost, if there aren't more [Ball]s in play and the game is
/// not over, a new [Ball] will be spawned.
/// {@endtemplate}
class ControlledBall extends Ball with Controls<BallController> {
/// A [Ball] that launches from the [Plunger].
ControlledBall.launch({
required CharacterTheme characterTheme,
}) : super(assetPath: characterTheme.ball.keyName) {
controller = BallController(this);
layer = Layer.launcher;
zIndex = ZIndexes.ballOnLaunchRamp;
}
/// {@macro controlled_ball}
ControlledBall.bonus({
required CharacterTheme characterTheme,
}) : super(assetPath: characterTheme.ball.keyName) {
controller = BallController(this);
zIndex = ZIndexes.ballOnBoard;
}
/// [Ball] used in [DebugPinballGame].
ControlledBall.debug() : super() {
controller = BallController(this);
zIndex = ZIndexes.ballOnBoard;
}
}
/// {@template ball_controller}
/// Controller attached to a [Ball] that handles its game related logic.
/// {@endtemplate}
class BallController extends ComponentController<Ball>
with FlameBlocReader<GameBloc, GameState> {
/// {@macro ball_controller}
BallController(Ball ball) : super(ball);
/// Stops the [Ball] inside of the [SparkyComputer] while the turbo charge
/// sequence runs, then boosts the ball out of the computer.
Future<void> turboCharge() async {
bloc.add(const SparkyTurboChargeActivated());
component.stop();
// TODO(alestiago): Refactor this hard coded duration once the following is
// merged:
// https://github.com/flame-engine/flame/pull/1564
await Future<void>.delayed(
const Duration(milliseconds: 2583),
);
component.resume();
await component.add(
BallTurboChargingBehavior(impulse: Vector2(40, 110)),
);
}
}