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249 lines
7.0 KiB
249 lines
7.0 KiB
import 'dart:async';
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import 'dart:math' as 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:flutter/services.dart';
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import 'package:pinball/game/game.dart';
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import 'package:pinball/gen/assets.gen.dart';
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import 'package:pinball_components/pinball_components.dart' hide Assets;
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const _leftFlipperKeys = [
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LogicalKeyboardKey.arrowLeft,
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LogicalKeyboardKey.keyA,
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];
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const _rightFlipperKeys = [
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LogicalKeyboardKey.arrowRight,
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LogicalKeyboardKey.keyD,
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];
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/// {@template flipper}
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/// A bat, typically found in pairs at the bottom of the board.
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///
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/// [Flipper] can be controlled by the player in an arc motion.
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/// {@endtemplate flipper}
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class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
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/// {@macro flipper}
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Flipper({
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required this.side,
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}) : _keys = side.isLeft ? _leftFlipperKeys : _rightFlipperKeys;
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/// The size of the [Flipper].
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static final size = Vector2(12, 2.8);
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/// The speed required to move the [Flipper] to its highest position.
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///
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/// The higher the value, the faster the [Flipper] will move.
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static const double _speed = 60;
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/// Whether the [Flipper] is on the left or right side of the board.
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///
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/// A [Flipper] with [BoardSide.left] has a counter-clockwise arc motion,
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/// whereas a [Flipper] with [BoardSide.right] has a clockwise arc motion.
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final BoardSide side;
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/// The [LogicalKeyboardKey]s that will control the [Flipper].
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///
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/// [onKeyEvent] method listens to when one of these keys is pressed.
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final List<LogicalKeyboardKey> _keys;
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/// Applies downward linear velocity to the [Flipper], moving it to its
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/// resting position.
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void _moveDown() {
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body.linearVelocity = Vector2(0, -_speed);
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}
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/// Applies upward linear velocity to the [Flipper], moving it to its highest
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/// position.
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void _moveUp() {
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body.linearVelocity = Vector2(0, _speed);
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}
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/// Loads the sprite that renders with the [Flipper].
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Future<void> _loadSprite() async {
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final sprite = await gameRef.loadSprite(
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Assets.images.components.flipper.path,
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);
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final spriteComponent = SpriteComponent(
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sprite: sprite,
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size: size,
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anchor: Anchor.center,
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);
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if (side.isRight) {
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spriteComponent.flipHorizontally();
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}
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await add(spriteComponent);
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}
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/// Anchors the [Flipper] to the [RevoluteJoint] that controls its arc motion.
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Future<void> _anchorToJoint() async {
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final anchor = _FlipperAnchor(flipper: this);
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await add(anchor);
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final jointDef = _FlipperAnchorRevoluteJointDef(
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flipper: this,
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anchor: anchor,
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);
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final joint = _FlipperJoint(jointDef)..create(world);
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// FIXME(erickzanardo): when mounted the initial position is not fully
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// reached.
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unawaited(
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mounted.whenComplete(joint.unlock),
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);
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}
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List<FixtureDef> _createFixtureDefs() {
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final fixturesDef = <FixtureDef>[];
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final direction = side.direction;
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final bigCircleShape = CircleShape()..radius = 1.75;
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bigCircleShape.position.setValues(
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((size.x / 2) * direction) + (bigCircleShape.radius * -direction),
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0,
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);
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final bigCircleFixtureDef = FixtureDef(bigCircleShape);
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fixturesDef.add(bigCircleFixtureDef);
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final smallCircleShape = CircleShape()..radius = 0.9;
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smallCircleShape.position.setValues(
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((size.x / 2) * -direction) + (smallCircleShape.radius * direction),
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0,
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);
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final smallCircleFixtureDef = FixtureDef(smallCircleShape);
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fixturesDef.add(smallCircleFixtureDef);
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final trapeziumVertices = side.isLeft
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? [
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Vector2(bigCircleShape.position.x, bigCircleShape.radius),
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Vector2(smallCircleShape.position.x, smallCircleShape.radius),
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Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
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Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
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]
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: [
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Vector2(smallCircleShape.position.x, smallCircleShape.radius),
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Vector2(bigCircleShape.position.x, bigCircleShape.radius),
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Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
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Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
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];
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final trapezium = PolygonShape()..set(trapeziumVertices);
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final trapeziumFixtureDef = FixtureDef(trapezium)
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..density = 50.0 // TODO(alestiago): Use a proper density.
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..friction = .1; // TODO(alestiago): Use a proper friction.
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fixturesDef.add(trapeziumFixtureDef);
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return fixturesDef;
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}
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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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await Future.wait([
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_loadSprite(),
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_anchorToJoint(),
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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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..position = initialPosition
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..gravityScale = 0
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..type = BodyType.dynamic;
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final body = world.createBody(bodyDef);
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_createFixtureDefs().forEach(body.createFixture);
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return body;
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}
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@override
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bool onKeyEvent(
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RawKeyEvent event,
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Set<LogicalKeyboardKey> keysPressed,
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) {
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if (!_keys.contains(event.logicalKey)) return true;
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if (event is RawKeyDownEvent) {
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_moveUp();
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} else if (event is RawKeyUpEvent) {
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_moveDown();
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}
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return false;
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}
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}
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/// {@template flipper_anchor}
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/// [JointAnchor] positioned at the end of a [Flipper].
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///
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/// The end of a [Flipper] depends on its [Flipper.side].
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/// {@endtemplate}
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class _FlipperAnchor extends JointAnchor {
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/// {@macro flipper_anchor}
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_FlipperAnchor({
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required Flipper flipper,
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}) {
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initialPosition = Vector2(
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flipper.body.position.x + ((Flipper.size.x * flipper.side.direction) / 2),
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flipper.body.position.y,
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);
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}
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}
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/// {@template flipper_anchor_revolute_joint_def}
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/// Hinges one end of [Flipper] to a [_FlipperAnchor] to achieve an arc motion.
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/// {@endtemplate}
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class _FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
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/// {@macro flipper_anchor_revolute_joint_def}
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_FlipperAnchorRevoluteJointDef({
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required Flipper flipper,
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required _FlipperAnchor anchor,
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}) : side = flipper.side {
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initialize(
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flipper.body,
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anchor.body,
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anchor.body.position,
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);
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enableLimit = true;
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final angle = (_sweepingAngle * -side.direction) / 2;
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lowerAngle = upperAngle = angle;
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}
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/// The total angle of the arc motion.
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static const _sweepingAngle = math.pi / 3.5;
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final BoardSide side;
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}
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class _FlipperJoint extends RevoluteJoint {
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_FlipperJoint(_FlipperAnchorRevoluteJointDef def)
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: side = def.side,
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super(def);
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final BoardSide side;
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// TODO(alestiago): Remove once Forge2D supports custom joints.
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void create(World world) {
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world.joints.add(this);
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bodyA.joints.add(this);
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bodyB.joints.add(this);
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}
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/// Unlocks the [Flipper] from its resting position.
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///
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/// The [Flipper] is locked when initialized in order to force it to be at
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/// its resting position.
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void unlock() {
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setLimits(
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lowerLimit * side.direction,
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-upperLimit * side.direction,
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);
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}
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}
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