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pinball/lib/game/components/jetpack_ramp.dart

92 lines
2.3 KiB

import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template jetpack_ramp}
/// Represents the upper left blue ramp of the [Board].
/// {@endtemplate}
class JetpackRamp extends Component with HasGameRef<PinballGame> {
/// {@macro jetpack_ramp}
JetpackRamp({
required this.position,
});
/// The position of this [JetpackRamp].
final Vector2 position;
@override
Future<void> onLoad() async {
const layer = Layer.jetpack;
gameRef.addContactCallback(
RampOpeningBallContactCallback<_JetpackRampOpening>(),
);
final curvePath = Pathway.arc(
// TODO(ruialonso): Remove color when not needed.
// TODO(ruialonso): Use a bezier curve once control points are defined.
color: const Color.fromARGB(255, 8, 218, 241),
center: position,
width: 5,
radius: 18,
angle: math.pi,
rotation: math.pi,
)..layer = layer;
final leftOpening = _JetpackRampOpening(
outsideLayer: Layer.spaceship,
rotation: math.pi,
)
..initialPosition = position + Vector2(-2.5, -20.2)
..layer = Layer.jetpack;
final rightOpening = _JetpackRampOpening(
rotation: math.pi,
)
..initialPosition = position + Vector2(12.9, -20.2)
..layer = Layer.opening;
await addAll([
curvePath,
leftOpening,
rightOpening,
]);
}
}
/// {@template jetpack_ramp_opening}
/// [RampOpening] with [Layer.jetpack] to filter [Ball] collisions
/// inside [JetpackRamp].
/// {@endtemplate}
class _JetpackRampOpening extends RampOpening {
/// {@macro jetpack_ramp_opening}
_JetpackRampOpening({
Layer? outsideLayer,
required double rotation,
}) : _rotation = rotation,
super(
pathwayLayer: Layer.jetpack,
outsideLayer: outsideLayer,
orientation: RampOrientation.down,
);
final double _rotation;
// TODO(ruialonso): Avoid magic number 3, should be propotional to
// [JetpackRamp].
static final Vector2 _size = Vector2(3, .1);
@override
Shape get shape => PolygonShape()
..setAsBox(
_size.x,
_size.y,
initialPosition,
_rotation,
);
}