mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-02 03:15:43 +08:00
feat(collision detection)!: Use a broadphase to make collision detection more efficient (#1252)
This commit is contained in:
@ -1,11 +1,10 @@
|
||||
import 'package:flame/collisions.dart';
|
||||
import 'package:flame/components.dart';
|
||||
import 'package:flame/extensions.dart';
|
||||
import 'package:flame/game.dart';
|
||||
import 'package:flame/geometry.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flutter/material.dart' hide Image, Draggable;
|
||||
|
||||
class CirclesExample extends FlameGame with HasCollidables, TapDetector {
|
||||
class CirclesExample extends FlameGame with HasCollisionDetection, TapDetector {
|
||||
static const description = '''
|
||||
This example will create a circle every time you tap on the screen. It will
|
||||
have the initial velocity towards the center of the screen and if it touches
|
||||
@ -14,7 +13,7 @@ class CirclesExample extends FlameGame with HasCollidables, TapDetector {
|
||||
|
||||
@override
|
||||
Future<void> onLoad() async {
|
||||
add(ScreenCollidable());
|
||||
add(ScreenHitbox());
|
||||
}
|
||||
|
||||
@override
|
||||
@ -24,12 +23,11 @@ class CirclesExample extends FlameGame with HasCollidables, TapDetector {
|
||||
}
|
||||
|
||||
class MyCollidable extends PositionComponent
|
||||
with HasGameRef<CirclesExample>, HasHitboxes, Collidable {
|
||||
with HasGameRef<CirclesExample>, CollisionCallbacks {
|
||||
late Vector2 velocity;
|
||||
final _collisionColor = Colors.amber;
|
||||
final _defaultColor = Colors.cyan;
|
||||
bool _isWallHit = false;
|
||||
bool _isCollision = false;
|
||||
late ShapeHitbox hitbox;
|
||||
|
||||
MyCollidable(Vector2 position)
|
||||
: super(
|
||||
@ -40,33 +38,41 @@ class MyCollidable extends PositionComponent
|
||||
|
||||
@override
|
||||
Future<void> onLoad() async {
|
||||
addHitbox(HitboxCircle());
|
||||
final defaultPaint = Paint()
|
||||
..color = _defaultColor
|
||||
..style = PaintingStyle.stroke;
|
||||
hitbox = CircleHitbox()
|
||||
..paint = defaultPaint
|
||||
..renderShape = true;
|
||||
add(hitbox);
|
||||
final center = gameRef.size / 2;
|
||||
velocity = (center - position)..scaleTo(150);
|
||||
}
|
||||
|
||||
@override
|
||||
void update(double dt) {
|
||||
if (_isWallHit) {
|
||||
super.update(dt);
|
||||
position.add(velocity * dt);
|
||||
}
|
||||
|
||||
@override
|
||||
void onCollisionStart(
|
||||
Set<Vector2> intersectionPoints,
|
||||
PositionComponent other,
|
||||
) {
|
||||
super.onCollisionStart(intersectionPoints, other);
|
||||
hitbox.paint.color = _collisionColor;
|
||||
if (other is ScreenHitbox) {
|
||||
removeFromParent();
|
||||
return;
|
||||
}
|
||||
debugColor = _isCollision ? _collisionColor : _defaultColor;
|
||||
position.add(velocity * dt);
|
||||
_isCollision = false;
|
||||
}
|
||||
|
||||
@override
|
||||
void render(Canvas canvas) {
|
||||
renderHitboxes(canvas);
|
||||
}
|
||||
|
||||
@override
|
||||
void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
|
||||
if (other is ScreenCollidable) {
|
||||
_isWallHit = true;
|
||||
return;
|
||||
void onCollisionEnd(PositionComponent other) {
|
||||
super.onCollisionEnd(other);
|
||||
if (!isColliding) {
|
||||
hitbox.paint.color = _defaultColor;
|
||||
}
|
||||
_isCollision = true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user