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pinball/lib/game/components/kicker.dart

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4.5 KiB

import 'dart:math' as math;
import 'package:flame/extensions.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:geometry/geometry.dart' as geometry show centroid;
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template kicker}
/// Triangular [BodyType.static] body that propels the [Ball] towards the
/// opposite side.
///
/// [Kicker]s are usually positioned above each [Flipper].
/// {@endtemplate kicker}
class Kicker extends BodyComponent with InitialPosition {
/// {@macro kicker}
Kicker({
required BoardSide side,
}) : _side = side {
// TODO(alestiago): Use sprite instead of color when provided.
paint = Paint()
..color = const Color(0xFF00FF00)
..style = PaintingStyle.fill;
}
/// Whether the [Kicker] is on the left or right side of the board.
///
/// A [Kicker] with [BoardSide.left] propels the [Ball] to the right,
/// whereas a [Kicker] with [BoardSide.right] propels the [Ball] to the
/// left.
final BoardSide _side;
/// The size of the [Kicker] body.
// TODO(alestiago): Use size from PositionedBodyComponent instead,
// once a sprite is given.
static final Vector2 size = Vector2(4, 10);
List<FixtureDef> _createFixtureDefs() {
final fixturesDefs = <FixtureDef>[];
final direction = _side.direction;
const quarterPi = math.pi / 4;
final upperCircle = CircleShape()..radius = 1.45;
upperCircle.position.setValues(0, -upperCircle.radius / 2);
final upperCircleFixtureDef = FixtureDef(upperCircle)..friction = 0;
fixturesDefs.add(upperCircleFixtureDef);
final lowerCircle = CircleShape()..radius = 1.45;
lowerCircle.position.setValues(
size.x * -direction,
-size.y,
);
final lowerCircleFixtureDef = FixtureDef(lowerCircle)..friction = 0;
fixturesDefs.add(lowerCircleFixtureDef);
final wallFacingEdge = EdgeShape()
..set(
upperCircle.position +
Vector2(
upperCircle.radius * direction,
0,
),
// TODO(alestiago): Use values from design.
Vector2(2.0 * direction, -size.y + 2),
);
final wallFacingLineFixtureDef = FixtureDef(wallFacingEdge)..friction = 0;
fixturesDefs.add(wallFacingLineFixtureDef);
final bottomEdge = EdgeShape()
..set(
wallFacingEdge.vertex2,
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * direction,
-lowerCircle.radius * math.sin(quarterPi),
),
);
final bottomLineFixtureDef = FixtureDef(bottomEdge)..friction = 0;
fixturesDefs.add(bottomLineFixtureDef);
final bouncyEdge = EdgeShape()
..set(
upperCircle.position +
Vector2(
upperCircle.radius * math.cos(quarterPi) * -direction,
upperCircle.radius * math.sin(quarterPi),
),
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * -direction,
lowerCircle.radius * math.sin(quarterPi),
),
);
final bouncyFixtureDef = FixtureDef(bouncyEdge)
// TODO(alestiago): Play with restitution value once game is bundled.
..restitution = 10.0
..friction = 0;
fixturesDefs.add(bouncyFixtureDef);
// TODO(alestiago): Evaluate if there is value on centering the fixtures.
final centroid = geometry.centroid(
[
upperCircle.position + Vector2(0, -upperCircle.radius),
lowerCircle.position +
Vector2(
lowerCircle.radius * math.cos(quarterPi) * -direction,
-lowerCircle.radius * math.sin(quarterPi),
),
wallFacingEdge.vertex2,
],
);
for (final fixtureDef in fixturesDefs) {
fixtureDef.shape.moveBy(-centroid);
}
return fixturesDefs;
}
@override
Body createBody() {
final bodyDef = BodyDef()..position = initialPosition;
final body = world.createBody(bodyDef);
_createFixtureDefs().forEach(body.createFixture);
return body;
}
}
// TODO(alestiago): Evaluate if there's value on generalising this to
// all shapes.
extension on Shape {
void moveBy(Vector2 offset) {
if (this is CircleShape) {
final circle = this as CircleShape;
circle.position.setFrom(circle.position + offset);
} else if (this is EdgeShape) {
final edge = this as EdgeShape;
edge.set(edge.vertex1 + offset, edge.vertex2 + offset);
}
}
}