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pubspec.lock

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  • game_cubit.dart 2.46 KiB
    import 'package:equatable/equatable.dart';
    import 'package:flutter/material.dart';
    import 'package:hydrated_bloc/hydrated_bloc.dart';
    
    import 'package:sortgame/models/game/game.dart';
    import 'package:sortgame/models/settings/settings_game.dart';
    import 'package:sortgame/models/settings/settings_global.dart';
    
    part 'game_state.dart';
    
    class GameCubit extends HydratedCubit<GameState> {
      GameCubit()
          : super(GameState(
              currentGame: Game.createEmpty(),
            ));
    
      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,
          // Base data
          items: state.currentGame.items,
          // Game data
          position: state.currentGame.position,
          score: state.currentGame.score,
        );
        // game.dump();
    
        updateState(game);
      }
    
      void startNewGame({
        required GameSettings gameSettings,
        required GlobalSettings globalSettings,
      }) {
        final Game newGame = Game.createNew(
          // Settings
          gameSettings: gameSettings,
          globalSettings: globalSettings,
        );
    
        newGame.dump();
    
        updateState(newGame);
        refresh();
      }
    
      void quitGame() {
        state.currentGame.isRunning = false;
        refresh();
      }
    
      void resumeSavedGame() {
        state.currentGame.isRunning = true;
        refresh();
      }
    
      void deleteSavedGame() {
        state.currentGame.isRunning = false;
        state.currentGame.isFinished = true;
        refresh();
      }
    
      void increasePosition() {
        state.currentGame.isStarted = true;
        if (state.currentGame.position < state.currentGame.items.length) {
          state.currentGame.increasePosition();
        } else {
          state.currentGame.updateGameIsFinished(true);
        }
        refresh();
      }
    
      void increaseScore(int increment) {
        state.currentGame.increaseScore(increment);
        refresh();
      }
    
      @override
      GameState? fromJson(Map<String, dynamic> json) {
        final Game currentGame = json['currentGame'] as Game;
    
        return GameState(
          currentGame: currentGame,
        );
      }
    
      @override
      Map<String, dynamic>? toJson(GameState state) {
        return <String, dynamic>{
          'currentGame': state.currentGame.toJson(),
        };
      }
    }