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335 lines
8.9 KiB
335 lines
8.9 KiB
// ignore_for_file: avoid_renaming_method_parameters
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import 'dart:async';
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import 'dart:math';
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import 'package:flame/components.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:pinball/flame/blueprint.dart';
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import 'package:pinball/game/game.dart';
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/// A [Blueprint] which creates the spaceship feature.
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class Spaceship extends Forge2DBlueprint {
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/// Total size of the spaceship
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static const radius = 10.0;
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@override
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void build() {
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final position = Vector2(
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PinballGame.boardBounds.left + radius + 0.5,
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PinballGame.boardBounds.center.dy + 34,
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);
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addAllContactCallback([
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SpaceshipHoleBallContactCallback(),
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SpaceshipEntranceBallContactCallback(),
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]);
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addAll([
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SpaceshipSaucer()..initialPosition = position,
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SpaceshipEntrance()..initialPosition = position,
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SpaceshipBridge()..initialPosition = position,
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SpaceshipBridgeTop()..initialPosition = position + Vector2(0, 5.5),
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SpaceshipHole()..initialPosition = position - Vector2(5, 4),
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SpaceshipHole()..initialPosition = position - Vector2(-5, 4),
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SpaceshipWall()..initialPosition = position,
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]);
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}
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}
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/// {@template spaceship_saucer}
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/// A [BodyComponent] for the base, or the saucer of the spaceship
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/// {@endtemplate}
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class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered {
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/// {@macro spaceship_saucer}
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SpaceshipSaucer() : super(priority: 2) {
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layer = Layer.spaceship;
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}
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/// Path for the base sprite
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static const saucerSpritePath = 'components/spaceship/saucer.png';
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/// Path for the upper wall sprite
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static const upperWallPath = 'components/spaceship/upper.png';
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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 sprites = await Future.wait([
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gameRef.loadSprite(saucerSpritePath),
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gameRef.loadSprite(upperWallPath),
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]);
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await add(
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SpriteComponent(
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sprite: sprites.first,
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size: Vector2.all(Spaceship.radius * 2),
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anchor: Anchor.center,
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),
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);
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await add(
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SpriteComponent(
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sprite: sprites.last,
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size: Vector2((Spaceship.radius * 2) + 0.5, Spaceship.radius),
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anchor: Anchor.center,
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position: Vector2(0, -((Spaceship.radius * 2) / 3.5)),
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),
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);
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renderBody = false;
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}
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@override
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Body createBody() {
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final circleShape = CircleShape()..radius = Spaceship.radius;
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(circleShape)..isSensor = true,
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);
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}
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}
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/// {@spaceship_bridge_top}
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/// The bridge of the spaceship (the android head) is divided in two
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// [BodyComponent]s, this is the top part of it which contains a single sprite
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/// {@endtemplate}
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class SpaceshipBridgeTop extends BodyComponent with InitialPosition {
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/// {@macro spaceship_bridge_top}
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SpaceshipBridgeTop() : super(priority: 6);
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/// Path to the top of this sprite
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static const spritePath = 'components/spaceship/android-top.png';
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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 = await gameRef.loadSprite(spritePath);
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await add(
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SpriteComponent(
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sprite: sprite,
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anchor: Anchor.center,
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size: Vector2((Spaceship.radius * 2) / 2.5 - 1, Spaceship.radius / 2.5),
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),
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);
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef);
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}
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}
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/// {@template spaceship_bridge}
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/// The main part of the [SpaceshipBridge], this [BodyComponent]
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/// provides both the collision and the rotation animation for the bridge.
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/// {@endtemplate}
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class SpaceshipBridge extends BodyComponent with InitialPosition, Layered {
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/// {@macro spaceship_bridge}
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SpaceshipBridge() : super(priority: 3) {
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layer = Layer.spaceship;
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}
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/// Path to the spaceship bridge
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static const spritePath = 'components/spaceship/android-bottom.png';
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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renderBody = false;
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final sprite = await gameRef.images.load(spritePath);
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await add(
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SpriteAnimationComponent.fromFrameData(
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sprite,
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SpriteAnimationData.sequenced(
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amount: 14,
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stepTime: 0.2,
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textureSize: Vector2(160, 114),
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),
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size: Vector2.all((Spaceship.radius * 2) / 2.5),
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anchor: Anchor.center,
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),
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);
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}
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@override
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Body createBody() {
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final circleShape = CircleShape()..radius = Spaceship.radius / 2.5;
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(circleShape)..restitution = 0.4,
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);
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}
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}
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/// {@template spaceship_entrance}
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/// A sensor [BodyComponent] used to detect when the ball enters the
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/// the spaceship area in order to modify its filter data so the ball
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/// can correctly collide only with the Spaceship
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/// {@endtemplate}
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class SpaceshipEntrance extends RampOpening {
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/// {@macro spaceship_entrance}
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SpaceshipEntrance()
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: super(
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pathwayLayer: Layer.spaceship,
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orientation: RampOrientation.up,
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) {
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layer = Layer.spaceship;
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}
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@override
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Shape get shape {
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const radius = Spaceship.radius * 2;
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return PolygonShape()
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..setAsEdge(
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Vector2(
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radius * cos(20 * pi / 180),
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radius * sin(20 * pi / 180),
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)..rotate(90 * pi / 180),
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Vector2(
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radius * cos(340 * pi / 180),
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radius * sin(340 * pi / 180),
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)..rotate(90 * pi / 180),
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);
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}
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}
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/// {@template spaceship_hole}
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/// A sensor [BodyComponent] responsible for sending the [Ball]
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/// back to the board.
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/// {@endtemplate}
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class SpaceshipHole extends BodyComponent with InitialPosition, Layered {
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/// {@macro spaceship_hole}
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SpaceshipHole() {
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layer = Layer.spaceship;
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}
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@override
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Body createBody() {
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renderBody = false;
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final circleShape = CircleShape()..radius = Spaceship.radius / 40;
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(circleShape)..isSensor = true,
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);
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}
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}
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/// {@template spaceship_wall}
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/// A [BodyComponent] that provides the collision for the wall
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/// surrounding the spaceship, with a small opening to allow the
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/// [Ball] to get inside the spaceship saucer.
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/// It also contains the [SpriteComponent] for the lower wall
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/// {@endtemplate}
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class SpaceshipWall extends BodyComponent with InitialPosition, Layered {
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/// {@macro spaceship_wall}
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SpaceshipWall() : super(priority: 4) {
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layer = Layer.spaceship;
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}
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/// Sprite path for the lower wall
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static const lowerWallPath = 'components/spaceship/lower.png';
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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 = await gameRef.loadSprite(lowerWallPath);
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await add(
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SpriteComponent(
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sprite: sprite,
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size: Vector2(Spaceship.radius * 2, Spaceship.radius + 1),
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anchor: Anchor.center,
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position: Vector2(-Spaceship.radius / 2, 0),
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angle: 90 * pi / 180,
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),
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);
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}
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@override
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Body createBody() {
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renderBody = false;
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final wallShape = ChainShape()
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..createChain(
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[
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for (var angle = 20; angle <= 340; angle++)
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Vector2(
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Spaceship.radius * cos(angle * pi / 180),
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Spaceship.radius * sin(angle * pi / 180),
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),
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],
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);
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final bodyDef = BodyDef()
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..userData = this
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..position = initialPosition
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..angle = 90 * pi / 180
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..type = BodyType.static;
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return world.createBody(bodyDef)
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..createFixture(
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FixtureDef(wallShape)..restitution = 1,
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);
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}
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}
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/// [ContactCallback] that handles the contact between the [Ball]
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/// and the [SpaceshipEntrance].
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///
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/// It modifies the [Ball] priority and filter data so it can appear on top of
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/// the spaceship and also only collide with the spaceship.
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class SpaceshipEntranceBallContactCallback
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extends ContactCallback<SpaceshipEntrance, Ball> {
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@override
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void begin(SpaceshipEntrance entrance, Ball ball, _) {
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ball
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..priority = 3
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..gameRef.reorderChildren()
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..layer = Layer.spaceship;
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}
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}
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/// [ContactCallback] that handles the contact between the [Ball]
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/// and a [SpaceshipHole].
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///
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/// It resets the [Ball] priority and filter data so it will "be back" on the
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/// board.
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class SpaceshipHoleBallContactCallback
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extends ContactCallback<SpaceshipHole, Ball> {
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@override
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void begin(SpaceshipHole hole, Ball ball, _) {
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ball
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..priority = 1
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..gameRef.reorderChildren()
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..layer = Layer.board;
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}
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}
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