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pinball/lib/game/components/wall.dart

216 lines
6.0 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'dart:math' as math;
import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball/game/components/components.dart';
import 'package:pinball/game/pinball_game.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@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;
// TODO(ruimiguel): calculate final UI wall shape.
final topCurveShape = BezierCurveShape(
controlPoints: [
Vector2(0, 0),
Vector2(0, 8),
Vector2(8, 8),
Vector2(15, 0),
],
)..rotate(wallPerspectiveAngle);
final topFixtureDef = FixtureDef(topCurveShape)
..restitution = 0.1
..friction = 0;
fixturesDef.add(topFixtureDef);
const bottomCurveShift = -5.0;
// TODO(ruimiguel): calculate final UI wall shape.
final bottomCurveShape = BezierCurveShape(
controlPoints: [
Vector2(0 + bottomCurveShift, 0),
Vector2(0 + bottomCurveShift, 8),
Vector2(3 + bottomCurveShift, 8),
Vector2(7 + bottomCurveShift, 0),
],
)..rotate(wallPerspectiveAngle);
final bottomFixtureDef = FixtureDef(bottomCurveShape)
..restitution = 0.1
..friction = 0;
fixturesDef.add(bottomFixtureDef);
return fixturesDef;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
..type = BodyType.static;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}
/// {@template dino_bottom_wall}
/// Wall located below dino, at the right of the board.
/// {@endtemplate}
class DinoBottomWall extends BodyComponent with InitialPosition {
/// {@macro dino_bottom_wall}
DinoBottomWall() : 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;
// TODO(ruimiguel): calculate final UI wall shape.
final topVertices = [
Vector2(0, 0),
Vector2(0, 5),
Vector2(-2, 8),
Vector2(-10, 6),
Vector2(-20, 4),
Vector2(-20, 0),
]..forEach((point) {
point.rotate(wallPerspectiveAngle);
});
final topWallShape = PolygonShape()..set(topVertices);
final topWallFixtureDef = FixtureDef(topWallShape)
..restitution = 0.1
..friction = 0;
fixturesDef.add(topWallFixtureDef);
const bottomShift = -20.0;
final bottomVertices = [
Vector2(0 + bottomShift, 0),
Vector2(0 + bottomShift, 4),
Vector2(-40 + bottomShift, 4),
Vector2(-40 + bottomShift, 0),
]..forEach((point) {
point.rotate(wallPerspectiveAngle);
});
final bottomWallShape = PolygonShape()..set(bottomVertices);
final bottomWallFixtureDef = FixtureDef(bottomWallShape)
..restitution = 0.1
..friction = 0;
fixturesDef.add(bottomWallFixtureDef);
return fixturesDef;
}
@override
Body createBody() {
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
..type = BodyType.static;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}