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game_cubit.dart

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  • game_cubit.dart 3.84 KiB
    import 'package:equatable/equatable.dart';
    import 'package:flutter/material.dart';
    import 'package:hangman/data/fetch_data_helper.dart';
    import 'package:hangman/models/game/picked_word.dart';
    import 'package:hydrated_bloc/hydrated_bloc.dart';
    
    import 'package:hangman/models/game/game.dart';
    import 'package:hangman/models/settings/settings_game.dart';
    import 'package:hangman/models/settings/settings_global.dart';
    
    part 'game_state.dart';
    
    class GameCubit extends HydratedCubit<GameState> {
      GameCubit()
          : super(GameState(
              currentGame: Game.createNull(),
            ));
    
      void updateState(Game game) {
        emit(GameState(
          currentGame: game,
        ));
      }
    
      void refresh() {
        final Game game = Game(
          // Settings
          gameSettings: state.currentGame.gameSettings,
          globalSettings: state.currentGame.globalSettings,
          // State
          isRunning: state.currentGame.isRunning,
          isStarted: state.currentGame.isStarted,
          isFinished: state.currentGame.isFinished,
          animationInProgress: state.currentGame.animationInProgress,
          gettingSecretWord: state.currentGame.gettingSecretWord,
          // Base data
          secretWord: state.currentGame.secretWord,
          clue: state.currentGame.clue,
          // Game data
          hiddenWord: state.currentGame.hiddenWord,
          usedLetters: state.currentGame.usedLetters,
          errorsCount: state.currentGame.errorsCount,
          isClueDisplayed: state.currentGame.isClueDisplayed,
        );
        // game.dump();
    
        updateState(game);
      }
    
      void startNewGame({
        required GameSettings gameSettings,
        required GlobalSettings globalSettings,
      }) {
        final Game newGame = Game.createNew(
          // Settings
          gameSettings: gameSettings,
          globalSettings: globalSettings,
        );
    
        updateState(newGame);
        refresh();
    
        FetchDataHelper().pickRandomWord(gameSettings).then((PickedWord pickedWord) {
          state.currentGame.gettingSecretWord = false;
          state.currentGame.secretWord = pickedWord.word;
          state.currentGame.clue = pickedWord.clue;
          state.currentGame.hiddenWord = List<String>.generate(pickedWord.word.length, (i) => '_');
          state.currentGame.dump();
    
          refresh();