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73 lines
2.1 KiB
73 lines
2.1 KiB
import 'dart:ui';
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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:pinball_components/pinball_components.dart';
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/// {@template ball}
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/// A solid, [BodyType.dynamic] sphere that rolls and bounces around
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/// {@endtemplate}
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class Ball<T extends Forge2DGame> extends BodyComponent<T>
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with Layered, InitialPosition {
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/// {@macro ball_body}
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Ball({
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required this.baseColor,
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}) {
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// TODO(ruimiguel): while developing Ball can be launched by clicking mouse,
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// and default layer is Layer.all. But on final game Ball will be always be
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// be launched from Plunger and LauncherRamp will modify it to Layer.board.
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// We need to see what happens if Ball appears from other place like nest
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// bumper, it will need to explicit change layer to Layer.board then.
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layer = Layer.board;
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}
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/// The size of the [Ball]
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final Vector2 size = Vector2.all(3);
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/// The base [Color] used to tint this [Ball]
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final Color baseColor;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final sprite = await gameRef.loadSprite(Assets.images.ball.keyName);
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final tint = baseColor.withOpacity(0.5);
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await add(
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SpriteComponent(
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sprite: sprite,
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size: size,
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anchor: Anchor.center,
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)..tint(tint),
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);
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}
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@override
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Body createBody() {
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final shape = CircleShape()..radius = size.x / 2;
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final fixtureDef = FixtureDef(shape)..density = 1;
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final bodyDef = BodyDef()
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..position = initialPosition
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..userData = this
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..type = BodyType.dynamic;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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/// Immediatly and completly [stop]s the ball.
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///
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/// The [Ball] will no longer be affected by any forces, including it's
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/// weight and those emitted from collisions.
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void stop() {
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body.setType(BodyType.static);
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}
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/// Allows the [Ball] to be affected by forces.
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///
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/// If previously [stop]ed, the previous ball's velocity is not kept.
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void resume() {
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body.setType(BodyType.dynamic);
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}
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}
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