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

282 lines
7.3 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'dart:async';
import 'dart:math';
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:pinball_components/gen/assets.gen.dart';
import 'package:pinball_components/pinball_components.dart' hide Assets;
/// {@template spaceship}
/// A [Blueprint] which creates the spaceship feature.
/// {@endtemplate}
class Spaceship extends Forge2DBlueprint {
/// {@macro spaceship}
Spaceship({required this.position});
/// Total size of the spaceship.
static final size = Vector2(25, 19);
/// The [position] where the elements will be created
final Vector2 position;
@override
void build(_) {
addAllContactCallback([
SpaceshipHoleBallContactCallback(),
SpaceshipEntranceBallContactCallback(),
]);
addAll([
SpaceshipSaucer()..initialPosition = position,
SpaceshipEntrance()..initialPosition = position,
AndroidHead()..initialPosition = position,
SpaceshipHole()..initialPosition = position - Vector2(5.2, 4.8),
SpaceshipHole()..initialPosition = position - Vector2(-7.2, 0.8),
SpaceshipWall()..initialPosition = position,
]);
}
}
/// {@template spaceship_saucer}
/// A [BodyComponent] for the base, or the saucer of the spaceship
/// {@endtemplate}
class SpaceshipSaucer extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_saucer}
SpaceshipSaucer() : super(priority: 2) {
layer = Layer.spaceship;
}
@override
Future<void> onLoad() async {
await super.onLoad();
final sprite = await gameRef.loadSprite(
Assets.images.spaceshipSaucer.keyName,
);
await add(
SpriteComponent(
sprite: sprite,
size: Spaceship.size,
anchor: Anchor.center,
),
);
renderBody = false;
}
@override
Body createBody() {
final circleShape = CircleShape()..radius = 3;
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
..type = BodyType.static;
return world.createBody(bodyDef)
..createFixture(
FixtureDef(circleShape)..isSensor = true,
);
}
}
/// {@template spaceship_bridge}
/// A [BodyComponent] that provides both the collision and the rotation
/// animation for the bridge.
/// {@endtemplate}
class AndroidHead extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_bridge}
AndroidHead() : super(priority: 3) {
layer = Layer.spaceship;
}
@override
Future<void> onLoad() async {
await super.onLoad();
renderBody = false;
final sprite = await gameRef.images.load(
Assets.images.spaceshipBridge.keyName,
);
await add(
SpriteAnimationComponent.fromFrameData(
sprite,
SpriteAnimationData.sequenced(
amount: 72,
amountPerRow: 24,
stepTime: 0.05,
textureSize: Vector2(82, 100),
),
size: Vector2(8.2, 10),
position: Vector2(0, -2),
anchor: Anchor.center,
),
);
}
@override
Body createBody() {
final circleShape = CircleShape()..radius = 2;
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
..type = BodyType.static;
return world.createBody(bodyDef)
..createFixture(
FixtureDef(circleShape)..restitution = 0.4,
);
}
}
/// {@template spaceship_entrance}
/// A sensor [BodyComponent] used to detect when the ball enters the
/// the spaceship area in order to modify its filter data so the ball
/// can correctly collide only with the Spaceship
/// {@endtemplate}
class SpaceshipEntrance extends RampOpening {
/// {@macro spaceship_entrance}
SpaceshipEntrance()
: super(
pathwayLayer: Layer.spaceship,
orientation: RampOrientation.up,
) {
layer = Layer.spaceship;
}
@override
Shape get shape {
renderBody = false;
final radius = Spaceship.size.y / 2;
return PolygonShape()
..setAsEdge(
Vector2(
radius * cos(20 * pi / 180),
radius * sin(20 * pi / 180),
)..rotate(90 * pi / 180),
Vector2(
radius * cos(340 * pi / 180),
radius * sin(340 * pi / 180),
)..rotate(90 * pi / 180),
);
}
}
/// {@template spaceship_hole}
/// A sensor [BodyComponent] responsible for sending the [Ball]
/// back to the board.
/// {@endtemplate}
class SpaceshipHole extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_hole}
SpaceshipHole() {
layer = Layer.spaceship;
}
@override
Body createBody() {
renderBody = false;
final shape = ArcShape(center: Vector2(-3.5, 2), arcRadius: 6, angle: 1);
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
..angle = 5.2
..type = BodyType.static;
return world.createBody(bodyDef)
..createFixture(
FixtureDef(shape)..isSensor = true,
);
}
}
/// {@template spaceship_wall_shape}
/// The [ChainShape] that defines the shape of the [SpaceshipWall].
/// {@endtemplate}
class _SpaceshipWallShape extends ChainShape {
/// {@macro spaceship_wall_shape}
_SpaceshipWallShape() {
final minorRadius = (Spaceship.size.y - 2) / 2;
final majorRadius = (Spaceship.size.x - 2) / 2;
createChain(
[
// TODO(alestiago): Try converting this logic to radian.
for (var angle = 20; angle <= 340; angle++)
Vector2(
minorRadius * cos(angle * pi / 180),
majorRadius * sin(angle * pi / 180),
),
],
);
}
}
/// {@template spaceship_wall}
/// A [BodyComponent] that provides the collision for the wall
/// surrounding the spaceship, with a small opening to allow the
/// [Ball] to get inside the spaceship saucer.
/// It also contains the [SpriteComponent] for the lower wall
/// {@endtemplate}
class SpaceshipWall extends BodyComponent with InitialPosition, Layered {
/// {@macro spaceship_wall}
SpaceshipWall() : super(priority: 4) {
layer = Layer.spaceship;
}
@override
Body createBody() {
renderBody = false;
final wallShape = _SpaceshipWallShape();
final bodyDef = BodyDef()
..userData = this
..position = initialPosition
..angle = 90 * pi / 172
..type = BodyType.static;
return world.createBody(bodyDef)
..createFixture(
FixtureDef(wallShape)..restitution = 1,
);
}
}
/// [ContactCallback] that handles the contact between the [Ball]
/// and the [SpaceshipEntrance].
///
/// It modifies the [Ball] priority and filter data so it can appear on top of
/// the spaceship and also only collide with the spaceship.
class SpaceshipEntranceBallContactCallback
extends ContactCallback<SpaceshipEntrance, Ball> {
@override
void begin(SpaceshipEntrance entrance, Ball ball, _) {
ball
..priority = 3
..gameRef.reorderChildren()
..layer = Layer.spaceship;
}
}
/// [ContactCallback] that handles the contact between the [Ball]
/// and a [SpaceshipHole].
///
/// It resets the [Ball] priority and filter data so it will "be back" on the
/// board.
class SpaceshipHoleBallContactCallback
extends ContactCallback<SpaceshipHole, Ball> {
@override
void begin(SpaceshipHole hole, Ball ball, _) {
ball
..priority = 1
..gameRef.reorderChildren()
..layer = Layer.board;
}
}