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pinball/lib/game/behaviors/ball_spawning_behavior.dart

40 lines
1.4 KiB

import 'package:flame/components.dart';
import 'package:flame_bloc/flame_bloc.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball/select_character/select_character.dart';
import 'package:pinball_components/pinball_components.dart';
import 'package:pinball_flame/pinball_flame.dart';
/// Spawns a new [Ball] into the game when all balls are lost and still
/// [GameStatus.playing].
class BallSpawningBehavior extends Component
with FlameBlocListenable<GameBloc, GameState>, HasGameRef {
@override
bool listenWhen(GameState? previousState, GameState newState) {
if (!newState.status.isPlaying) return false;
final startedGame = previousState?.status.isWaiting ?? true;
final lostRound =
(previousState?.rounds ?? newState.rounds + 1) > newState.rounds;
return startedGame || lostRound;
}
@override
void onNewState(GameState state) {
final plunger = gameRef.descendants().whereType<Plunger>().single;
final canvas = gameRef.descendants().whereType<ZCanvasComponent>().single;
final characterTheme = readBloc<CharacterThemeCubit, CharacterThemeState>()
.state
.characterTheme;
final ball = Ball(assetPath: characterTheme.ball.keyName)
..initialPosition = Vector2(
plunger.body.position.x,
plunger.body.position.y - Ball.size.y,
)
..layer = Layer.launcher
..zIndex = ZIndexes.ballOnLaunchRamp;
canvas.add(ball);
}
}