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pinball/packages/pinball_components/lib/src/components/ball.dart

73 lines
2.1 KiB

import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template ball}
/// A solid, [BodyType.dynamic] sphere that rolls and bounces around
/// {@endtemplate}
class Ball<T extends Forge2DGame> extends BodyComponent<T>
with Layered, InitialPosition {
/// {@macro ball_body}
Ball({
required this.baseColor,
}) {
// TODO(ruimiguel): while developing Ball can be launched by clicking mouse,
// and default layer is Layer.all. But on final game Ball will be always be
// be launched from Plunger and LauncherRamp will modify it to Layer.board.
// We need to see what happens if Ball appears from other place like nest
// bumper, it will need to explicit change layer to Layer.board then.
layer = Layer.board;
}
/// The size of the [Ball]
final Vector2 size = Vector2.all(3);
/// The base [Color] used to tint this [Ball]
final Color baseColor;
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(Assets.images.ball.keyName);
final tint = baseColor.withOpacity(0.5);
await add(
SpriteComponent(
sprite: sprite,
size: size,
anchor: Anchor.center,
)..tint(tint),
);
}
@override
Body createBody() {
final shape = CircleShape()..radius = size.x / 2;
final fixtureDef = FixtureDef(shape)..density = 1;
final bodyDef = BodyDef()
..position = initialPosition
..userData = this
..type = BodyType.dynamic;
return world.createBody(bodyDef)..createFixture(fixtureDef);
}
/// Immediatly and completly [stop]s the ball.
///
/// The [Ball] will no longer be affected by any forces, including it's
/// weight and those emitted from collisions.
void stop() {
body.setType(BodyType.static);
}
/// Allows the [Ball] to be affected by forces.
///
/// If previously [stop]ed, the previous ball's velocity is not kept.
void resume() {
body.setType(BodyType.dynamic);
}
}