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pinball/lib/game/components/flipper.dart

284 lines
8.3 KiB

import 'dart:async';
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame/input.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:pinball/game/game.dart';
/// {@template flipper}
/// A bat, typically found in pairs at the bottom of the board.
///
/// [Flipper] can be controlled by the player in an arc motion.
/// {@endtemplate flipper}
class Flipper extends BodyComponent with KeyboardHandler, InitialPosition {
/// {@macro flipper}
Flipper._({
required this.side,
required List<LogicalKeyboardKey> keys,
}) : _keys = keys;
Flipper._left()
: this._(
side: BoardSide.left,
keys: [
LogicalKeyboardKey.arrowLeft,
LogicalKeyboardKey.keyA,
],
);
Flipper._right()
: this._(
side: BoardSide.right,
keys: [
LogicalKeyboardKey.arrowRight,
LogicalKeyboardKey.keyD,
],
);
/// Constructs a [Flipper] from a [BoardSide].
///
/// A [Flipper._right] and [Flipper._left] besides being mirrored
/// horizontally, also have different [LogicalKeyboardKey]s that control them.
factory Flipper.fromSide({
required BoardSide side,
}) {
switch (side) {
case BoardSide.left:
return Flipper._left();
case BoardSide.right:
return Flipper._right();
}
}
/// Asset location of the sprite that renders with the [Flipper].
///
/// Sprite is preloaded by [PinballGameAssetsX].
static const spritePath = 'components/flipper.png';
/// The width of the [Flipper].
static const width = 12.0;
/// The height of the [Flipper].
static const height = 2.8;
/// The speed required to move the [Flipper] to its highest position.
///
/// The higher the value, the faster the [Flipper] will move.
static const double _speed = 60;
/// Whether the [Flipper] is on the left or right side of the board.
///
/// A [Flipper] with [BoardSide.left] has a counter-clockwise arc motion,
/// whereas a [Flipper] with [BoardSide.right] has a clockwise arc motion.
final BoardSide side;
/// The [LogicalKeyboardKey]s that will control the [Flipper].
///
/// [onKeyEvent] method listens to when one of these keys is pressed.
final List<LogicalKeyboardKey> _keys;
/// Applies downward linear velocity to the [Flipper], moving it to its
/// resting position.
void _moveDown() {
body.linearVelocity = Vector2(0, -_speed);
}
/// Applies upward linear velocity to the [Flipper], moving it to its highest
/// position.
void _moveUp() {
body.linearVelocity = Vector2(0, _speed);
}
/// Loads the sprite that renders with the [Flipper].
Future<void> _loadSprite() async {
final sprite = await gameRef.loadSprite(spritePath);
final spriteComponent = SpriteComponent(
sprite: sprite,
size: Vector2(width, height),
anchor: Anchor.center,
);
if (side.isRight) {
spriteComponent.flipHorizontally();
}
await add(spriteComponent);
}
/// Anchors the [Flipper] to the [RevoluteJoint] that controls its arc motion.
Future<void> _anchorToJoint() async {
final anchor = FlipperAnchor(flipper: this);
await add(anchor);
final jointDef = FlipperAnchorRevoluteJointDef(
flipper: this,
anchor: anchor,
);
// TODO(alestiago): Remove casting once the following is closed:
// https://github.com/flame-engine/forge2d/issues/36
final joint = world.createJoint(jointDef) as RevoluteJoint;
// FIXME(erickzanardo): when mounted the initial position is not fully
// reached.
unawaited(
mounted.whenComplete(
() => FlipperAnchorRevoluteJointDef.unlock(joint, side),
),
);
}
List<FixtureDef> _createFixtureDefs() {
final fixtures = <FixtureDef>[];
final isLeft = side.isLeft;
final bigCircleShape = CircleShape()..radius = height / 2;
bigCircleShape.position.setValues(
isLeft
? -(width / 2) + bigCircleShape.radius
: (width / 2) - bigCircleShape.radius,
0,
);
final bigCircleFixtureDef = FixtureDef(bigCircleShape);
fixtures.add(bigCircleFixtureDef);
final smallCircleShape = CircleShape()..radius = bigCircleShape.radius / 2;
smallCircleShape.position.setValues(
isLeft
? (width / 2) - smallCircleShape.radius
: -(width / 2) + smallCircleShape.radius,
0,
);
final smallCircleFixtureDef = FixtureDef(smallCircleShape);
fixtures.add(smallCircleFixtureDef);
final trapeziumVertices = isLeft
? [
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
]
: [
Vector2(smallCircleShape.position.x, smallCircleShape.radius),
Vector2(bigCircleShape.position.x, bigCircleShape.radius),
Vector2(bigCircleShape.position.x, -bigCircleShape.radius),
Vector2(smallCircleShape.position.x, -smallCircleShape.radius),
];
final trapezium = PolygonShape()..set(trapeziumVertices);
final trapeziumFixtureDef = FixtureDef(trapezium)
..density = 50.0 // TODO(alestiago): Use a proper density.
..friction = .1; // TODO(alestiago): Use a proper friction.
fixtures.add(trapeziumFixtureDef);
return fixtures;
}
@override
Future<void> onLoad() async {
await super.onLoad();
paint = Paint()..color = Colors.transparent;
await Future.wait([
_loadSprite(),
_anchorToJoint(),
]);
}
@override
Body createBody() {
final bodyDef = BodyDef()
..position = initialPosition
..gravityScale = 0
..type = BodyType.dynamic;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
@override
bool onKeyEvent(
RawKeyEvent event,
Set<LogicalKeyboardKey> keysPressed,
) {
// TODO(alestiago): Check why false cancels the event for other components.
// Investigate why return is of type [bool] expected instead of a type
// [KeyEventResult].
if (!_keys.contains(event.logicalKey)) return true;
if (event is RawKeyDownEvent) {
_moveUp();
} else if (event is RawKeyUpEvent) {
_moveDown();
}
return true;
}
}
/// {@template flipper_anchor}
/// [Anchor] positioned at the end of a [Flipper].
///
/// The end of a [Flipper] depends on its [Flipper.side].
/// {@endtemplate}
class FlipperAnchor extends JointAnchor {
/// {@macro flipper_anchor}
FlipperAnchor({
required Flipper flipper,
}) {
initialPosition = Vector2(
flipper.side.isLeft
? flipper.body.position.x - Flipper.width / 2
: flipper.body.position.x + Flipper.width / 2,
flipper.body.position.y,
);
}
}
/// {@template flipper_anchor_revolute_joint_def}
/// Hinges one end of [Flipper] to a [Anchor] to achieve an arc motion.
/// {@endtemplate}
class FlipperAnchorRevoluteJointDef extends RevoluteJointDef {
/// {@macro flipper_anchor_revolute_joint_def}
FlipperAnchorRevoluteJointDef({
required Flipper flipper,
required FlipperAnchor anchor,
}) {
initialize(
flipper.body,
anchor.body,
anchor.body.position,
);
enableLimit = true;
final angle = (flipper.side.isLeft ? _sweepingAngle : -_sweepingAngle) / 2;
lowerAngle = upperAngle = angle;
}
/// The total angle of the arc motion.
static const _sweepingAngle = math.pi / 3.5;
/// Unlocks the [Flipper] from its resting position.
///
/// The [Flipper] is locked when initialized in order to force it to be at
/// its resting position.
// TODO(alestiago): consider refactor once the issue is solved:
// https://github.com/flame-engine/forge2d/issues/36
static void unlock(RevoluteJoint joint, BoardSide side) {
late final double upperLimit, lowerLimit;
switch (side) {
case BoardSide.left:
lowerLimit = -joint.lowerLimit;
upperLimit = joint.upperLimit;
break;
case BoardSide.right:
lowerLimit = joint.lowerLimit;
upperLimit = -joint.upperLimit;
}
joint.setLimits(lowerLimit, upperLimit);
}
}