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pinball/lib/game/components/alien_zone.dart

96 lines
2.7 KiB

// ignore_for_file: avoid_renaming_method_parameters
import 'package:flame/components.dart';
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flutter/material.dart';
import 'package:pinball/flame/flame.dart';
import 'package:pinball/game/game.dart';
import 'package:pinball_components/pinball_components.dart';
/// {@template alien_zone}
/// Area positioned below [Spaceship] where the [Ball]
/// can bounce off [AlienBumper]s.
///
/// When a [Ball] hits [AlienBumper]s, they toggle between activated and
/// deactivated states.
/// {@endtemplate}
class AlienZone extends Component with HasGameRef<PinballGame> {
/// {@macro alien_zone}
AlienZone();
@override
Future<void> onLoad() async {
await super.onLoad();
gameRef.addContactCallback(_ControlledAlienBumperBallContactCallback());
final lowerBumper = ControlledAlienBumper.a()
..initialPosition = Vector2(-32.52, 9.34);
final upperBumper = ControlledAlienBumper.b()
..initialPosition = Vector2(-22.89, 17.43);
await addAll([
lowerBumper,
upperBumper,
]);
}
}
/// {@template controlled_alien_bumper}
/// [AlienBumper] with [_AlienBumperController] attached.
/// {@endtemplate}
@visibleForTesting
class ControlledAlienBumper extends AlienBumper
with Controls<_AlienBumperController>, ScorePoints {
/// {@macro controlled_alien_bumper}
ControlledAlienBumper.a() : super.a() {
controller = _AlienBumperController(this);
}
/// {@macro controlled_alien_bumper}
ControlledAlienBumper.b() : super.b() {
controller = _AlienBumperController(this);
}
@override
// TODO(ruimiguel): change points when get final points map.
int get points => 20;
}
/// {@template alien_bumper_controller}
/// Controls a [AlienBumper].
/// {@endtemplate}
class _AlienBumperController extends ComponentController<AlienBumper>
with HasGameRef<PinballGame> {
/// {@macro alien_bumper_controller}
_AlienBumperController(AlienBumper alienBumper) : super(alienBumper);
/// Flag for activated state of the [AlienBumper].
///
/// Used to toggle [AlienBumper]s' state between activated and deactivated.
bool isActivated = false;
/// Registers when a [AlienBumper] is hit by a [Ball].
void hit() {
if (isActivated) {
component.deactivate();
} else {
component.activate();
}
isActivated = !isActivated;
}
}
/// Listens when a [Ball] bounces bounces against a [AlienBumper].
class _ControlledAlienBumperBallContactCallback
extends ContactCallback<Controls<_AlienBumperController>, Ball> {
@override
void begin(
Controls<_AlienBumperController> controlledAlienBumper,
Ball _,
Contact __,
) {
controlledAlienBumper.controller.hit();
}
}