Possibility to initialize all PositionComponents from onLoad (#1113)

* Fix ParallaxComponent constructor

* Fix sizing bug parallax_component

* Unify TextComponent and TextBoxComponent

* Fix tests

* Update PositionComponent docs

* Add changelog entry

* Apply suggestions from code review

Co-authored-by: Erick <erickzanardoo@gmail.com>

* Fix analyze issue

* Apply suggestions from code review

Co-authored-by: Luan Nico <luanpotter27@gmail.com>

* Fix line length in components.md

Co-authored-by: Erick <erickzanardoo@gmail.com>
Co-authored-by: Luan Nico <luanpotter27@gmail.com>
This commit is contained in:
Lukas Klingsbo
2021-11-18 11:42:12 +01:00
committed by GitHub
parent f777e1a0ea
commit 12fd07e5ae
20 changed files with 197 additions and 120 deletions

View File

@ -8,7 +8,7 @@ This diagram might look intimidating, but don't worry, it is not as complex as i
All components inherit from the abstract class `Component`.
If you want to skip reading about abstract classes you can jump directly to
[PositionComponent](#positioncomponent).
[](#positioncomponent).
Every `Component` has a few methods that you can optionally implement, which are used by the
`FlameGame` class. If you are not using `FlameGame`, you can use these methods on your own game loop
@ -90,15 +90,67 @@ class GameOverPanel extends PositionComponent with HasGameRef<MyGame> {
## PositionComponent
This class represent a single object on the screen, being a floating rectangle or a rotating sprite.
This class represent a positioned object on the screen, being a floating rectangle or a rotating
sprite. It can also represent a group of positioned components if children are added to it.
A `PositionComponent` has a `position`, `size` and `angle`, as well as some useful methods like
`distance` and `angleBetween`.
The base of the `PositionComponent` is that it has a `position`, `size`, `scale`, `angle` and
`anchor` which transforms how the component is rendered.
### Position
The `position` is just a `Vector2` which represents the position of the component's anchor in
relation to its parent; if the parent is a `FlameGame`, it is in relation to the viewport.
### Size
The `size` of the component when the zoom level of the camera is 1.0 (no zoom, default).
The `size` is *not* in relation to the parent of the component.
### Scale
The `scale` is how much the component and its children should be scaled. Since it is represented
by a `Vector2`, you can scale in a uniform way by changing `x` and `y` with the same amount, or in a
non-uniform way, by change `x` or `y` by different amounts.
### Angle
The `angle` is the rotation angle around the anchor, represented as a double in radians. It is
relative to the parent's angle.
### Anchor
The `anchor` is where on the component that the position and rotation should be defined from (the
default is `Anchor.topLeft`). So if you have the anchor set as `Anchor.center` the component's
position on the screen will be in the center of the component and if an `angle` is applied, it is
rotated around the anchor, so in this case around the center of the component. You can think of it
as the point within the component by which Flame "grabs" it.
### PositionComponent children
All children of the `PositionComponent` will be transformed in relation to the parent, which means
that the `position`, `angle` and `scale` will be relative to the parents state.
So if you, for example, wanted to position a child 50 logical pixels above the center of the parent
you would do this:
```
final parent = PositionComponent(
position: Vector2(100, 100),
size: Vector2(100, 100),
anchor: Anchor.center,
);
final child = PositionComponent(position: Vector2(0, -50));
parent.add(child);
```
Remember that most components that are rendered on the screen are `PositionComponent`s, so
this pattern can be used in for example [](#spritecomponent) and [](#spriteanimationcomponent) too.
### Render PositionComponent
When implementing the `render` method for a component that extends `PositionComponent` remember to
render from the top left corner (0.0). Your render method should not handle where on the screen your
component should be rendered. To handle where and how your component should be rendered use the
`position`, `angle` and `anchor` properties and flame will automatically handle the rest for you.
`position`, `angle` and `anchor` properties and Flame will automatically handle the rest for you.
If you want to know where on the screen the bounding box of the component is you can use the
`toRect` method.
@ -307,9 +359,9 @@ For a working example, check the example in the
## ParallaxComponent
This `Component` can be used to render backgrounds with a depth feeling by drawing several transparent
images on top of each other, where each image or animation (`ParallaxRenderer`) is moving with a
different velocity.
This `Component` can be used to render backgrounds with a depth feeling by drawing several
transparent images on top of each other, where each image or animation (`ParallaxRenderer`) is
moving with a different velocity.
The rationale is that when you look at the horizon and moving, closer objects seem to move faster
than distant ones.
@ -378,8 +430,8 @@ parallax.velocityMultiplierDelta = Vector2(2.0, 1.0);
By default, the images are aligned to the bottom left, repeated along the X-axis and scaled
proportionally so that the image covers the height of the screen. If you want to change this
behavior, for example if you are not making a side-scrolling game, you can set the `repeat`,
`alignment` and `fill` parameters for each `ParallaxRenderer` and add them to `ParallaxLayer`s that you
then pass in to the `ParallaxComponent`'s constructor.
`alignment` and `fill` parameters for each `ParallaxRenderer` and add them to `ParallaxLayer`s that
you then pass in to the `ParallaxComponent`'s constructor.
Advanced example:
```dart
@ -409,13 +461,16 @@ component (`game.add(parallaxComponent`).
Also, don't forget to add you images to the `pubspec.yaml` file as assets or they wont be found.
The `Parallax` file contains an extension of the game which adds `loadParallax`, `loadParallaxLayer`
, `loadParallaxImage` and `loadParallaxAnimation` so that it automatically uses your game's image cache instead of the global
one. The same goes for the `ParallaxComponent` file, but that provides `loadParallaxComponent`.
, `loadParallaxImage` and `loadParallaxAnimation` so that it automatically uses your game's image
cache instead of the global one. The same goes for the `ParallaxComponent` file, but that provides
`loadParallaxComponent`.
If you want a fullscreen `ParallaxComponent` simply omit the `size` argument and it will take the
size of the game, it will also resize to fullscreen when the game changes size or orientation.
Flame provides two kinds of `ParallaxRenderer`: `ParallaxImage` and `ParallaxAnimation`, `ParallaxImage` is a static image renderer and `ParallaxAnimation` is, as it's name implies, an animation and frame based renderer.
Flame provides two kinds of `ParallaxRenderer`: `ParallaxImage` and `ParallaxAnimation`,
`ParallaxImage` is a static image renderer and `ParallaxAnimation` is, as it's name implies, an
animation and frame based renderer.
It is also possible to create custom renderers by extending the `ParallaxRenderer` class.
Three example implementations can be found in the
@ -431,8 +486,8 @@ the shape of the specific component, it also takes all the arguments that can be
There are three implementations of `ShapeComponent`, which are the following:
### CircleComponent
A `CircleComponent` can be created only by defining its `radius`, but you most likely want to pass it
a `position` and maybe `paint` (the default is white) too.
A `CircleComponent` can be created only by defining its `radius`, but you most likely want to pass
it a `position` and maybe `paint` (the default is white) too.
Example:
```dart

View File

@ -105,11 +105,11 @@ class JoystickAdvancedGame extends FlameGame with HasDraggables, HasTappables {
style: TextStyle(color: BasicPalette.white.color),
);
speedText = TextComponent(
'Speed: 0',
text: 'Speed: 0',
textRenderer: _regular,
)..isHud = true;
directionText = TextComponent(
'Direction: idle',
text: 'Direction: idle',
textRenderer: _regular,
)..isHud = true;

View File

@ -20,8 +20,8 @@ class AdvancedParallaxGame extends FlameGame {
velocityMultiplier: Vector2(e.value, 1.0),
),
);
final parallax = ParallaxComponent.fromParallax(
Parallax(
final parallax = ParallaxComponent(
parallax: Parallax(
await Future.wait(layers),
baseVelocity: Vector2(20, 0),
),

View File

@ -39,7 +39,7 @@ class AnimationParallaxGame extends FlameGame {
baseVelocity: Vector2(20, 0),
);
final parallaxComponent = ParallaxComponent.fromParallax(parallax);
final parallaxComponent = ParallaxComponent(parallax: parallax);
add(parallaxComponent);
}
}

View File

@ -65,6 +65,6 @@ class SandBoxLayerParallaxGame extends FlameGame {
baseVelocity: Vector2(20, 0),
);
add(ParallaxComponent.fromParallax(parallax));
add(ParallaxComponent(parallax: parallax));
}
}

View File

@ -30,7 +30,7 @@ final _shaded = TextPaint(
class MyTextBox extends TextBoxComponent {
MyTextBox(String text)
: super(
text,
text: text,
textRenderer: _box,
boxConfig: TextBoxConfig(
maxWidth: 400,
@ -52,26 +52,26 @@ class TextGame extends FlameGame {
Future<void> onLoad() async {
await super.onLoad();
add(
TextComponent('Hello, Flame', textRenderer: _regular)
TextComponent(text: 'Hello, Flame', textRenderer: _regular)
..anchor = Anchor.topCenter
..x = size.x / 2
..y = 32.0,
);
add(
TextComponent('Text with shade', textRenderer: _shaded)
TextComponent(text: 'Text with shade', textRenderer: _shaded)
..anchor = Anchor.topRight
..position = size - Vector2.all(100),
);
add(
TextComponent('center', textRenderer: _tiny)
TextComponent(text: 'center', textRenderer: _tiny)
..anchor = Anchor.center
..position.setFrom(size / 2),
);
add(
TextComponent('bottomRight', textRenderer: _tiny)
TextComponent(text: 'bottomRight', textRenderer: _tiny)
..anchor = Anchor.bottomRight
..position.setFrom(size),
);

View File

@ -39,8 +39,8 @@ class SpritebatchGame extends FlameGame {
}
add(
SpriteBatchComponent.fromSpriteBatch(
spriteBatch,
SpriteBatchComponent(
spriteBatch: spriteBatch,
blendMode: BlendMode.srcOver,
),
);

View File

@ -33,6 +33,7 @@
- Removed methods `preRender()` and `postRender()` in `Component`
- Use `FlameTester` everywhere where it makes sense in the tests
- Improved `IsometricTileMap`
- Initialization of all `PositionComponent`s can be done from `onLoad` instead of the constructor
- Rename `HasTappableComponents` to `HasTappables`
- Rename `HasDraggableComponents` to `HasDraggables`
- Rename `HasHoverableComponents` to `HasHoverableis`

View File

@ -11,13 +11,13 @@ export '../nine_tile_box.dart';
/// This class is a thin wrapper on top of [NineTileBox] as a component.
class NineTileBoxComponent extends PositionComponent {
NineTileBox nineTileBox;
NineTileBox? nineTileBox;
/// Takes the [NineTileBox] instance used to render this box.
///
/// It uses the x, y, width and height coordinates from the [PositionComponent] to render.
NineTileBoxComponent(
this.nineTileBox, {
NineTileBoxComponent({
this.nineTileBox,
Vector2? position,
Vector2? size,
Vector2? scale,
@ -33,9 +33,18 @@ class NineTileBoxComponent extends PositionComponent {
priority: priority,
);
@override
@mustCallSuper
void onMount() {
assert(
nineTileBox != null,
'The nineTileBox should be set either in the constructor or in onLoad',
);
}
@mustCallSuper
@override
void render(Canvas c) {
nineTileBox.drawRect(c, size.toRect());
nineTileBox?.drawRect(c, size.toRect());
}
}

View File

@ -13,7 +13,7 @@ import 'position_component.dart';
extension ParallaxComponentExtension on FlameGame {
Future<ParallaxComponent> loadParallaxComponent(
List<ParallaxData> dataList, {
Iterable<ParallaxData> dataList, {
Vector2? baseVelocity,
Vector2? velocityMultiplierDelta,
ImageRepeat repeat = ImageRepeat.repeatX,
@ -59,42 +59,25 @@ class ParallaxComponent<T extends FlameGame> extends PositionComponent
/// Creates a component with an empty parallax which can be set later.
ParallaxComponent({
Parallax? parallax,
Vector2? position,
Vector2? size,
Vector2? scale,
double? angle,
Anchor? anchor,
int? priority,
}) : isFullscreen = size == null ? true : false,
}) : _parallax = parallax,
isFullscreen =
size == null && !(parallax?.isSized ?? false) ? true : false,
super(
position: position,
size: size,
size: size ?? ((parallax?.isSized ?? false) ? parallax?.size : null),
scale: scale,
angle: angle,
anchor: anchor,
priority: priority,
);
/// Creates a component from a [Parallax] object.
factory ParallaxComponent.fromParallax(
Parallax parallax, {
Vector2? position,
Vector2? size,
Vector2? scale,
double? angle,
Anchor? anchor,
int? priority,
}) {
return ParallaxComponent(
position: position,
size: size ?? (parallax.isSized ? parallax.size : null),
scale: scale,
angle: angle,
anchor: anchor,
priority: priority,
)..parallax = parallax;
}
@mustCallSuper
@override
void onGameResize(Vector2 size) {
@ -107,6 +90,14 @@ class ParallaxComponent<T extends FlameGame> extends PositionComponent
parallax?.resize(newSize);
}
@override
void onMount() {
assert(
parallax != null,
'The parallax needs to be set in either the constructor or in onLoad',
);
}
@override
void update(double dt) {
super.update(dt);
@ -139,7 +130,7 @@ class ParallaxComponent<T extends FlameGame> extends PositionComponent
///
/// If no image cache is set, the global flame cache is used.
static Future<ParallaxComponent> load(
List<ParallaxData> dataList, {
Iterable<ParallaxData> dataList, {
Vector2? baseVelocity,
Vector2? velocityMultiplierDelta,
ImageRepeat repeat = ImageRepeat.repeatX,
@ -153,8 +144,8 @@ class ParallaxComponent<T extends FlameGame> extends PositionComponent
Anchor? anchor,
int? priority,
}) async {
return ParallaxComponent.fromParallax(
await Parallax.load(
return ParallaxComponent(
parallax: await Parallax.load(
dataList,
size: size,
baseVelocity: baseVelocity,

View File

@ -1,5 +1,7 @@
import 'dart:ui';
import 'package:meta/meta.dart';
import '../sprite_batch.dart';
import 'component.dart';
@ -10,15 +12,22 @@ class SpriteBatchComponent extends Component {
Paint? paint;
/// Creates a component with an empty sprite batch which can be set later
SpriteBatchComponent();
SpriteBatchComponent.fromSpriteBatch(
this.spriteBatch, {
SpriteBatchComponent({
this.spriteBatch,
this.blendMode,
this.cullRect,
this.paint,
});
@override
@mustCallSuper
void onMount() {
assert(
spriteBatch != null,
'You have to set spriteBatch in either the constructor or in onLoad',
);
}
@override
void render(Canvas canvas) {
spriteBatch?.render(

View File

@ -68,6 +68,15 @@ class SpriteComponent extends PositionComponent with HasPaint {
priority: priority,
);
@override
@mustCallSuper
void onMount() {
assert(
sprite != null,
'You have to set the sprite in either the constructor or in onLoad',
);
}
@mustCallSuper
@override
void render(Canvas canvas) {

View File

@ -45,6 +45,19 @@ class SpriteGroupComponent<T> extends PositionComponent with HasPaint {
Sprite? get sprite => sprites?[current];
@override
@mustCallSuper
void onMount() {
assert(
sprites != null,
'You have to set the sprites in either the constructor or in onLoad',
);
assert(
current != null,
'You have to set current in either the constructor or in onLoad',
);
}
@mustCallSuper
@override
void render(Canvas canvas) {

View File

@ -3,6 +3,7 @@ import 'dart:math' as math;
import 'dart:ui';
import 'package:flutter/widgets.dart' hide Image;
import 'package:meta/meta.dart';
import '../../components.dart';
import '../extensions/vector2.dart';
@ -45,16 +46,13 @@ class TextBoxConfig {
});
}
class TextBoxComponent<T extends TextRenderer> extends PositionComponent {
class TextBoxComponent<T extends TextRenderer> extends TextComponent {
static final Paint _imagePaint = BasicPalette.white.paint()
..filterQuality = FilterQuality.high;
final String _text;
final T _textRenderer;
final TextBoxConfig _boxConfig;
final double pixelRatio;
late List<String> _lines;
final List<String> _lines = [];
double _maxLineWidth = 0.0;
late double _lineHeight;
late int _totalLines;
@ -63,14 +61,10 @@ class TextBoxComponent<T extends TextRenderer> extends PositionComponent {
Image? _cache;
int? _previousChar;
String get text => _text;
TextRenderer get renderer => _textRenderer;
TextBoxConfig get boxConfig => _boxConfig;
TextBoxComponent(
String text, {
TextBoxComponent({
String? text,
T? textRenderer,
TextBoxConfig? boxConfig,
double? pixelRatio,
@ -79,24 +73,35 @@ class TextBoxComponent<T extends TextRenderer> extends PositionComponent {
double? angle,
Anchor? anchor,
int? priority,
}) : _text = text,
_boxConfig = boxConfig ?? TextBoxConfig(),
_textRenderer = textRenderer ?? TextRenderer.createDefault<T>(),
}) : _boxConfig = boxConfig ?? TextBoxConfig(),
pixelRatio = pixelRatio ?? window.devicePixelRatio,
super(
text: text,
textRenderer: textRenderer,
position: position,
scale: scale,
angle: angle,
anchor: anchor,
priority: priority,
) {
_lines = [];
);
@override
@mustCallSuper
Future<void> onLoad() async {
await super.onLoad();
await redraw();
}
@override
@internal
void updateBounds() {
_lines.clear();
double? lineHeight;
text.split(' ').forEach((word) {
final possibleLine = _lines.isEmpty ? word : '${_lines.last} $word';
lineHeight ??= _textRenderer.measureTextHeight(possibleLine);
lineHeight ??= textRenderer.measureTextHeight(possibleLine);
final textWidth = _textRenderer.measureTextWidth(possibleLine);
final textWidth = textRenderer.measureTextWidth(possibleLine);
if (textWidth <= _boxConfig.maxWidth - _boxConfig.margins.horizontal) {
if (_lines.isNotEmpty) {
_lines.last = possibleLine;
@ -114,19 +119,13 @@ class TextBoxComponent<T extends TextRenderer> extends PositionComponent {
size = _recomputeSize();
}
@override
Future<void> onLoad() async {
await super.onLoad();
await redraw();
}
void _updateMaxWidth(double w) {
if (w > _maxLineWidth) {
_maxLineWidth = w;
}
}
double get totalCharTime => _text.length * _boxConfig.timePerChar;
double get totalCharTime => text.length * _boxConfig.timePerChar;
bool get finished => _lifeTime > totalCharTime + _boxConfig.dismissDelay;
@ -151,7 +150,7 @@ class TextBoxComponent<T extends TextRenderer> extends PositionComponent {
}
double getLineWidth(String line, int charCount) {
return _textRenderer.measureTextWidth(
return textRenderer.measureTextWidth(
line.substring(0, math.min(charCount, line.length)),
);
}
@ -222,7 +221,7 @@ class TextBoxComponent<T extends TextRenderer> extends PositionComponent {
}
void _drawLine(Canvas c, String line, double dy) {
_textRenderer.render(c, line, Vector2(_boxConfig.margins.left, dy));
textRenderer.render(c, line, Vector2(_boxConfig.margins.left, dy));
}
Future<void> redraw() async {

View File

@ -17,7 +17,7 @@ class TextComponent<T extends TextRenderer> extends PositionComponent {
set text(String text) {
if (_text != text) {
_text = text;
_updateBox();
updateBounds();
}
}
@ -25,11 +25,11 @@ class TextComponent<T extends TextRenderer> extends PositionComponent {
set textRenderer(T textRenderer) {
_textRenderer = textRenderer;
_updateBox();
updateBounds();
}
TextComponent(
this._text, {
TextComponent({
String? text,
T? textRenderer,
Vector2? position,
Vector2? size,
@ -37,7 +37,8 @@ class TextComponent<T extends TextRenderer> extends PositionComponent {
double? angle,
Anchor? anchor,
int? priority,
}) : _textRenderer = textRenderer ?? TextRenderer.createDefault<T>(),
}) : _text = text ?? '',
_textRenderer = textRenderer ?? TextRenderer.createDefault<T>(),
super(
position: position,
size: size,
@ -46,15 +47,15 @@ class TextComponent<T extends TextRenderer> extends PositionComponent {
anchor: anchor,
priority: priority,
) {
_updateBox();
updateBounds();
}
void _updateBox() {
@internal
void updateBounds() {
final expectedSize = textRenderer.measureText(_text);
size.setValues(expectedSize.x, expectedSize.y);
}
@mustCallSuper
@override
void render(Canvas canvas) {
_textRenderer.render(canvas, text, Vector2.zero());

View File

@ -472,7 +472,7 @@ class Parallax {
/// used can also be passed in.
/// If no image cache is set, the global flame cache is used.
static Future<Parallax> load(
List<ParallaxData> dataList, {
Iterable<ParallaxData> dataList, {
Vector2? size,
Vector2? baseVelocity,
Vector2? velocityMultiplierDelta,

View File

@ -10,7 +10,7 @@ void main() {
group('TextBoxComponent', () {
test('size is properly computed', () async {
final c = TextBoxComponent(
'The quick brown fox jumps over the lazy dog.',
text: 'The quick brown fox jumps over the lazy dog.',
boxConfig: TextBoxConfig(
maxWidth: 100.0,
),
@ -21,7 +21,7 @@ void main() {
});
flameGame.test('onLoad waits for cache to be done', (game) async {
final c = TextBoxComponent('foo bar');
final c = TextBoxComponent(text: 'foo bar');
await game.ensureAdd(c);

View File

@ -157,27 +157,14 @@ void main() {
});
});
flameGame.test('remove depend SpriteComponent.shouldRemove', (game) async {
// addLater here
await game.ensureAdd(SpriteComponent()..shouldRemove = true);
flameGame.test('removes PositionComponent when shouldRemove is true',
(game) async {
await game.ensureAdd(PositionComponent()..shouldRemove = true);
expect(game.children.length, equals(1));
// remove effected here
game.update(0);
expect(game.children.isEmpty, equals(true));
});
flameGame.test(
'remove depend SpriteAnimationComponent.shouldRemove',
(game) async {
await game.ensureAdd(SpriteAnimationComponent()..shouldRemove = true);
expect(game.children.length, equals(1));
game.update(0);
expect(game.children.isEmpty, equals(true));
},
);
flameGame.test('clear removes all components', (game) async {
final components = List.generate(3, (index) => Component());
await game.ensureAddAll(components);

View File

@ -45,7 +45,7 @@ void main() {
});
test('change parameters of text component', () {
final tc = TextComponent<TextPaint>('foo');
final tc = TextComponent<TextPaint>(text: 'foo');
tc.textRenderer = tc.textRenderer.copyWith(
(c) => c.copyWith(fontSize: 200),
);
@ -55,12 +55,12 @@ void main() {
test('custom renderer', () {
TextRenderer.defaultRenderersRegistry[_CustomTextRenderer] =
() => _CustomTextRenderer();
final tc = TextComponent<_CustomTextRenderer>('foo');
final tc = TextComponent<_CustomTextRenderer>(text: 'foo');
expect(tc.textRenderer, isA<_CustomTextRenderer>());
});
test('text component size is set', () {
final t = TextComponent('foobar');
final t = TextComponent(text: 'foobar');
expect(t.size, isNot(equals(Vector2.zero())));
});
});

View File

@ -42,7 +42,10 @@ class TapableBall extends Ball with Tappable {
Future<void> onLoad() async {
super.onLoad();
_textPaint = TextPaint(style: _textStyle);
textComponent = TextComponent(counter.toString(), textRenderer: _textPaint);
textComponent = TextComponent(
text: counter.toString(),
textRenderer: _textPaint,
);
add(textComponent);
}