refactor classes in game.dart to separate files

This commit is contained in:
Erlend Fagerheim
2020-04-20 21:02:50 +02:00
parent 2d9c525fdb
commit 2bc4b7ad9d
17 changed files with 385 additions and 381 deletions

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@ -71,3 +71,7 @@
!**/ios/**/default.pbxuser
!**/ios/**/default.perspectivev3
!/packages/flutter_tools/test/data/dart_dependencies_test/**/.packages
.flutter-plugins-dependencies
macos
test

View File

@ -217,7 +217,7 @@ class MyGame extends BaseGame {
return Particle.generate(
count: 5,
generator: (i) => MovingParticle(
curve: Interval(.2, .6, curve: Curves.easeInOutCubic),
curve: const Interval(.2, .6, curve: Curves.easeInOutCubic),
to: randomCellOffset() * .5,
child: CircleParticle(
radius: 5 + rnd.nextDouble() * 5,

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@ -70,7 +70,5 @@
!/packages/flutter_tools/test/data/dart_dependencies_test/**/.packages
macos
test
.flutter-plugins-dependencies

3
example/.gitignore vendored
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@ -71,3 +71,6 @@ build/
!/packages/flutter_tools/test/data/dart_dependencies_test/**/.packages
.flutter-plugins-dependencies
macos
test

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@ -2,7 +2,7 @@ import 'dart:ui';
import 'package:flame/box2d/box2d_component.dart';
import 'package:flame/components/component.dart';
import 'package:flame/game.dart';
import 'package:flame/game/base_game.dart';
class Box2DGame extends BaseGame {
final Box2DComponent box;

View File

@ -2,7 +2,7 @@ import 'dart:ui';
import 'package:flame/components/mixins/has_game_ref.dart';
import 'package:flame/components/mixins/tapable.dart';
import 'package:flame/game.dart';
import 'package:flame/game/base_game.dart';
import 'package:ordered_set/comparing.dart';
import 'package:ordered_set/ordered_set.dart';

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@ -1,2 +1,3 @@
// Keeping compatible with earlier versions of Flame
export './game/game.dart';
export './game/base_game.dart';

194
lib/game/base_game.dart Normal file
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@ -0,0 +1,194 @@
import 'dart:math' as math;
import 'dart:ui';
import 'package:flame/components/composed_component.dart';
import 'package:flutter/gestures.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/widgets.dart' hide WidgetBuilder;
import 'package:flutter/foundation.dart';
import 'package:ordered_set/comparing.dart';
import 'package:ordered_set/ordered_set.dart';
import '../components/component.dart';
import '../components/mixins/has_game_ref.dart';
import '../components/mixins/tapable.dart';
import '../position.dart';
import '../gestures.dart';
import 'game.dart';
/// This is a more complete and opinionated implementation of Game.
///
/// It still needs to be subclasses to add your game logic, but the [update], [render] and [resize] methods have default implementations.
/// This is the recommended structure to use for most games.
/// It is based on the Component system.
abstract class BaseGame extends Game with TapDetector {
/// The list of components to be updated and rendered by the base game.
OrderedSet<Component> components =
OrderedSet(Comparing.on((c) => c.priority()));
/// Components added by the [addLater] method
final List<Component> _addLater = [];
/// Current screen size, updated every resize via the [resize] method hook
Size size;
/// Camera position; every non-HUD component is translated so that the camera position is the top-left corner of the screen.
Position camera = Position.empty();
/// List of deltas used in debug mode to calculate FPS
final List<double> _dts = [];
Iterable<Tapable> get _tapableComponents =>
components.where((c) => c is Tapable).cast();
@override
void onTapCancel() {
_tapableComponents.forEach((c) => c.handleTapCancel());
}
@override
void onTapDown(TapDownDetails details) {
_tapableComponents.forEach((c) => c.handleTapDown(details));
}
@override
void onTapUp(TapUpDetails details) {
_tapableComponents.forEach((c) => c.handleTapUp(details));
}
/// This method is called for every component added, both via [add] and [addLater] methods.
///
/// You can use this to setup your mixins, pre-calculate stuff on every component, or anything you desire.
/// By default, this calls the first time resize for every component, so don't forget to call super.preAdd when overriding.
@mustCallSuper
void preAdd(Component c) {
if (debugMode() && c is PositionComponent) {
c.debugMode = true;
}
// first time resize
if (size != null) {
c.resize(size);
}
if (c is HasGameRef) {
(c as HasGameRef).gameRef = this;
}
if (c is ComposedComponent) {
c.components.forEach(preAdd);
}
c.onMount();
}
/// Adds a new component to the components list.
///
/// Also calls [preAdd], witch in turn sets the current size on the component (because the resize hook won't be called until a new resize happens).
void add(Component c) {
preAdd(c);
components.add(c);
}
/// Registers a component to be added on the components on the next tick.
///
/// Use this to add components in places where a concurrent issue with the update method might happen.
/// Also calls [preAdd] for the component added, immediately.
void addLater(Component c) {
preAdd(c);
_addLater.add(c);
}
/// This implementation of render basically calls [renderComponent] for every component, making sure the canvas is reset for each one.
///
/// You can override it further to add more custom behaviour.
/// Beware of however you are rendering components if not using this; you must be careful to save and restore the canvas to avoid components messing up with each other.
@override
void render(Canvas canvas) {
canvas.save();
components.forEach((comp) => renderComponent(canvas, comp));
canvas.restore();
}
/// This renders a single component obeying BaseGame rules.
///
/// It translates the camera unless hud, call the render method and restore the canvas.
/// This makes sure the canvas is not messed up by one component and all components render independently.
void renderComponent(Canvas canvas, Component c) {
if (!c.loaded()) {
return;
}
if (!c.isHud()) {
canvas.translate(-camera.x, -camera.y);
}
c.render(canvas);
canvas.restore();
canvas.save();
}
/// This implementation of update updates every component in the list.
///
/// It also actually adds the components that were added by the [addLater] method, and remove those that are marked for destruction via the [Component.destroy] method.
/// You can override it further to add more custom behaviour.
@override
void update(double t) {
components.addAll(_addLater);
_addLater.clear();
components.forEach((c) => c.update(t));
components.removeWhere((c) => c.destroy()).forEach((c) => c.onDestroy());
}
/// This implementation of resize passes the resize call along to every component in the list, enabling each one to make their decisions as how to handle the resize.
///
/// It also updates the [size] field of the class to be used by later added components and other methods.
/// You can override it further to add more custom behaviour, but you should seriously consider calling the super implementation as well.
@override
@mustCallSuper
void resize(Size size) {
this.size = size;
components.forEach((c) => c.resize(size));
}
/// Returns whether this [Game] is in debug mode or not.
///
/// Returns `false` by default. Override to use the debug mode.
/// In debug mode, the [recordDt] method actually records every `dt` for statistics.
/// Then, you can use the [fps] method to check the game FPS.
/// You can also use this value to enable other debug behaviors for your game, like bounding box rendering, for instance.
bool debugMode() => false;
/// This is a hook that comes from the RenderBox to allow recording of render times and statistics.
@override
void recordDt(double dt) {
if (debugMode()) {
_dts.add(dt);
}
}
/// Returns the average FPS for the last [average] measures.
///
/// The values are only saved if in debug mode (override [debugMode] to use this).
/// Selects the last [average] dts, averages then, and returns the inverse value.
/// So it's technically updates per second, but the relation between updates and renders is 1:1.
/// Returns 0 if empty.
double fps([int average = 1]) {
final List<double> dts = _dts.sublist(math.max(0, _dts.length - average));
if (dts.isEmpty) {
return 0.0;
}
final double dtSum = dts.reduce((s, t) => s + t);
final double averageDt = dtSum / average;
return 1 / averageDt;
}
/// Returns the current time in seconds with microseconds precision.
///
/// This is compatible with the `dt` value used in the [update] method.
double currentTime() {
return DateTime.now().microsecondsSinceEpoch.toDouble() /
Duration.microsecondsPerSecond;
}
}

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@ -0,0 +1,38 @@
import 'package:flutter/rendering.dart';
import 'package:flutter/widgets.dart' hide WidgetBuilder;
import '../position.dart';
import 'game_render_box.dart';
import 'game.dart';
/// This a widget to embed a game inside the Widget tree. You can use it in pair with [SimpleGame] or any other more complex [Game], as desired.
///
/// It handles for you positioning, size constraints and other factors that arise when your game is embedded within the component tree.
/// Provided it with a [Game] instance for your game and the optional size of the widget.
/// Creating this without a fixed size might mess up how other components are rendered with relation to this one in the tree.
/// You can bind Gesture Recognizers immediately around this to add controls to your widgets, with easy coordinate conversions.
class EmbeddedGameWidget extends LeafRenderObjectWidget {
final Game game;
final Position size;
EmbeddedGameWidget(this.game, {this.size});
@override
RenderBox createRenderObject(BuildContext context) {
return RenderConstrainedBox(
child: GameRenderBox(context, game),
additionalConstraints:
BoxConstraints.expand(width: size?.x, height: size?.y));
}
@override
void updateRenderObject(
BuildContext context, RenderConstrainedBox renderBox) {
renderBox
..child = GameRenderBox(context, game)
..additionalConstraints =
BoxConstraints.expand(width: size?.x, height: size?.y);
}
}

View File

@ -1,25 +1,14 @@
import 'dart:math' as math;
import 'dart:ui';
import 'dart:async';
import 'package:flame/components/composed_component.dart';
import 'package:flutter/gestures.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter/widgets.dart' hide WidgetBuilder;
import 'package:flutter/foundation.dart';
import 'package:flutter/services.dart';
import 'package:ordered_set/comparing.dart';
import 'package:ordered_set/ordered_set.dart';
import '../components/component.dart';
import '../components/mixins/has_game_ref.dart';
import '../components/mixins/tapable.dart';
import '../position.dart';
import '../gestures.dart';
import '../keyboard.dart';
import 'game_loop.dart';
import 'widget_builder.dart';
/// Represents a generic game.
@ -55,7 +44,7 @@ abstract class Game {
void lifecycleStateChange(AppLifecycleState state) {}
/// Used for debugging
void _recordDt(double dt) {}
void recordDt(double dt) {}
/// Returns the game widget. Put this in your structure to start rendering and updating the game.
/// You can add it directly to the runApp method or inside your widget structure (if you use vanilla screens and widgets).
@ -95,13 +84,13 @@ abstract class Game {
bool runOnCreation = true;
/// Pauses the engine game loop execution
void pauseEngine() => _pauseEngineFn?.call();
void pauseEngine() => pauseEngineFn?.call();
/// Resumes the engine game loop execution
void resumeEngine() => _resumeEngineFn?.call();
void resumeEngine() => resumeEngineFn?.call();
VoidCallback _pauseEngineFn;
VoidCallback _resumeEngineFn;
VoidCallback pauseEngineFn;
VoidCallback resumeEngineFn;
}
class OverlayWidget {
@ -127,289 +116,4 @@ mixin HasWidgetsOverlay on Game {
}
}
/// This is a more complete and opinionated implementation of Game.
///
/// It still needs to be subclasses to add your game logic, but the [update], [render] and [resize] methods have default implementations.
/// This is the recommended structure to use for most games.
/// It is based on the Component system.
abstract class BaseGame extends Game with TapDetector {
/// The list of components to be updated and rendered by the base game.
OrderedSet<Component> components =
OrderedSet(Comparing.on((c) => c.priority()));
/// Components added by the [addLater] method
final List<Component> _addLater = [];
/// Current screen size, updated every resize via the [resize] method hook
Size size;
/// Camera position; every non-HUD component is translated so that the camera position is the top-left corner of the screen.
Position camera = Position.empty();
/// List of deltas used in debug mode to calculate FPS
final List<double> _dts = [];
Iterable<Tapable> get _tapableComponents =>
components.where((c) => c is Tapable).cast();
@override
void onTapCancel() {
_tapableComponents.forEach((c) => c.handleTapCancel());
}
@override
void onTapDown(TapDownDetails details) {
_tapableComponents.forEach((c) => c.handleTapDown(details));
}
@override
void onTapUp(TapUpDetails details) {
_tapableComponents.forEach((c) => c.handleTapUp(details));
}
/// This method is called for every component added, both via [add] and [addLater] methods.
///
/// You can use this to setup your mixins, pre-calculate stuff on every component, or anything you desire.
/// By default, this calls the first time resize for every component, so don't forget to call super.preAdd when overriding.
@mustCallSuper
void preAdd(Component c) {
if (debugMode() && c is PositionComponent) {
c.debugMode = true;
}
// first time resize
if (size != null) {
c.resize(size);
}
if (c is HasGameRef) {
(c as HasGameRef).gameRef = this;
}
if (c is ComposedComponent) {
c.components.forEach(preAdd);
}
c.onMount();
}
/// Adds a new component to the components list.
///
/// Also calls [preAdd], witch in turn sets the current size on the component (because the resize hook won't be called until a new resize happens).
void add(Component c) {
preAdd(c);
components.add(c);
}
/// Registers a component to be added on the components on the next tick.
///
/// Use this to add components in places where a concurrent issue with the update method might happen.
/// Also calls [preAdd] for the component added, immediately.
void addLater(Component c) {
preAdd(c);
_addLater.add(c);
}
/// This implementation of render basically calls [renderComponent] for every component, making sure the canvas is reset for each one.
///
/// You can override it further to add more custom behaviour.
/// Beware of however you are rendering components if not using this; you must be careful to save and restore the canvas to avoid components messing up with each other.
@override
void render(Canvas canvas) {
canvas.save();
components.forEach((comp) => renderComponent(canvas, comp));
canvas.restore();
}
/// This renders a single component obeying BaseGame rules.
///
/// It translates the camera unless hud, call the render method and restore the canvas.
/// This makes sure the canvas is not messed up by one component and all components render independently.
void renderComponent(Canvas canvas, Component c) {
if (!c.loaded()) {
return;
}
if (!c.isHud()) {
canvas.translate(-camera.x, -camera.y);
}
c.render(canvas);
canvas.restore();
canvas.save();
}
/// This implementation of update updates every component in the list.
///
/// It also actually adds the components that were added by the [addLater] method, and remove those that are marked for destruction via the [Component.destroy] method.
/// You can override it further to add more custom behaviour.
@override
void update(double t) {
components.addAll(_addLater);
_addLater.clear();
components.forEach((c) => c.update(t));
components.removeWhere((c) => c.destroy()).forEach((c) => c.onDestroy());
}
/// This implementation of resize passes the resize call along to every component in the list, enabling each one to make their decisions as how to handle the resize.
///
/// It also updates the [size] field of the class to be used by later added components and other methods.
/// You can override it further to add more custom behaviour, but you should seriously consider calling the super implementation as well.
@override
@mustCallSuper
void resize(Size size) {
this.size = size;
components.forEach((c) => c.resize(size));
}
/// Returns whether this [Game] is in debug mode or not.
///
/// Returns `false` by default. Override to use the debug mode.
/// In debug mode, the [_recordDt] method actually records every `dt` for statistics.
/// Then, you can use the [fps] method to check the game FPS.
/// You can also use this value to enable other debug behaviors for your game, like bounding box rendering, for instance.
bool debugMode() => false;
/// This is a hook that comes from the RenderBox to allow recording of render times and statistics.
@override
void _recordDt(double dt) {
if (debugMode()) {
_dts.add(dt);
}
}
/// Returns the average FPS for the last [average] measures.
///
/// The values are only saved if in debug mode (override [debugMode] to use this).
/// Selects the last [average] dts, averages then, and returns the inverse value.
/// So it's technically updates per second, but the relation between updates and renders is 1:1.
/// Returns 0 if empty.
double fps([int average = 1]) {
final List<double> dts = _dts.sublist(math.max(0, _dts.length - average));
if (dts.isEmpty) {
return 0.0;
}
final double dtSum = dts.reduce((s, t) => s + t);
final double averageDt = dtSum / average;
return 1 / averageDt;
}
/// Returns the current time in seconds with microseconds precision.
///
/// This is compatible with the `dt` value used in the [update] method.
double currentTime() {
return DateTime.now().microsecondsSinceEpoch.toDouble() /
Duration.microsecondsPerSecond;
}
}
/// This is a helper implementation of a [BaseGame] designed to allow to easily create a game with a single component.
///
/// This is useful to add sprites, animations and other Flame components "directly" to your non-game Flutter widget tree, when combined with [EmbeddedGameWidget].
class SimpleGame extends BaseGame {
SimpleGame(Component c) {
add(c);
}
}
/// This a widget to embed a game inside the Widget tree. You can use it in pair with [SimpleGame] or any other more complex [Game], as desired.
///
/// It handles for you positioning, size constraints and other factors that arise when your game is embedded within the component tree.
/// Provided it with a [Game] instance for your game and the optional size of the widget.
/// Creating this without a fixed size might mess up how other components are rendered with relation to this one in the tree.
/// You can bind Gesture Recognizers immediately around this to add controls to your widgets, with easy coordinate conversions.
class EmbeddedGameWidget extends LeafRenderObjectWidget {
final Game game;
final Position size;
EmbeddedGameWidget(this.game, {this.size});
@override
RenderBox createRenderObject(BuildContext context) {
return RenderConstrainedBox(
child: GameRenderBox(context, game),
additionalConstraints:
BoxConstraints.expand(width: size?.x, height: size?.y));
}
@override
void updateRenderObject(
BuildContext context, RenderConstrainedBox renderBox) {
renderBox
..child = GameRenderBox(context, game)
..additionalConstraints =
BoxConstraints.expand(width: size?.x, height: size?.y);
}
}
class GameRenderBox extends RenderBox with WidgetsBindingObserver {
BuildContext context;
Game game;
GameLoop gameLoop;
GameRenderBox(this.context, this.game) {
gameLoop = GameLoop(gameLoopCallback);
}
@override
bool get sizedByParent => true;
@override
void performResize() {
super.performResize();
game.resize(constraints.biggest);
}
@override
void attach(PipelineOwner owner) {
super.attach(owner);
game.onAttach();
game._pauseEngineFn = gameLoop.pause;
game._resumeEngineFn = gameLoop.resume;
if (game.runOnCreation) {
gameLoop.scheduleTick();
}
_bindLifecycleListener();
}
@override
void detach() {
super.detach();
game.onDetach();
gameLoop.unscheduleTick();
_unbindLifecycleListener();
}
void gameLoopCallback(double dt) {
if (!attached) {
return;
}
game._recordDt(dt);
game.update(dt);
markNeedsPaint();
}
@override
void paint(PaintingContext context, Offset offset) {
context.canvas.save();
context.canvas.translate(
game.builder.offset.dx + offset.dx, game.builder.offset.dy + offset.dy);
game.render(context.canvas);
context.canvas.restore();
}
void _bindLifecycleListener() {
WidgetsBinding.instance.addObserver(this);
}
void _unbindLifecycleListener() {
WidgetsBinding.instance.removeObserver(this);
}
@override
void didChangeAppLifecycleState(AppLifecycleState state) {
game.lifecycleStateChange(state);
}
}

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@ -0,0 +1,82 @@
import 'dart:ui';
import 'package:flutter/gestures.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter/widgets.dart' hide WidgetBuilder;
import 'game_loop.dart';
import 'game.dart';
class GameRenderBox extends RenderBox with WidgetsBindingObserver {
BuildContext context;
Game game;
GameLoop gameLoop;
GameRenderBox(this.context, this.game) {
gameLoop = GameLoop(gameLoopCallback);
}
@override
bool get sizedByParent => true;
@override
void performResize() {
super.performResize();
game.resize(constraints.biggest);
}
@override
void attach(PipelineOwner owner) {
super.attach(owner);
game.onAttach();
game.pauseEngineFn = gameLoop.pause;
game.resumeEngineFn = gameLoop.resume;
if (game.runOnCreation) {
gameLoop.scheduleTick();
}
_bindLifecycleListener();
}
@override
void detach() {
super.detach();
game.onDetach();
gameLoop.unscheduleTick();
_unbindLifecycleListener();
}
void gameLoopCallback(double dt) {
if (!attached) {
return;
}
game.recordDt(dt);
game.update(dt);
markNeedsPaint();
}
@override
void paint(PaintingContext context, Offset offset) {
context.canvas.save();
context.canvas.translate(
game.builder.offset.dx + offset.dx, game.builder.offset.dy + offset.dy);
game.render(context.canvas);
context.canvas.restore();
}
void _bindLifecycleListener() {
WidgetsBinding.instance.addObserver(this);
}
void _unbindLifecycleListener() {
WidgetsBinding.instance.removeObserver(this);
}
@override
void didChangeAppLifecycleState(AppLifecycleState state) {
game.lifecycleStateChange(state);
}
}

12
lib/game/simple_game.dart Normal file
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@ -0,0 +1,12 @@
import 'package:flame/components/component.dart';
import 'base_game.dart';
/// This is a helper implementation of a [BaseGame] designed to allow to easily create a game with a single component.
///
/// This is useful to add sprites, animations and other Flame components "directly" to your non-game Flutter widget tree, when combined with [EmbeddedGameWidget].
class SimpleGame extends BaseGame {
SimpleGame(Component c) {
add(c);
}
}

View File

@ -1,5 +1,6 @@
import 'package:flutter/widgets.dart';
import '../gestures.dart';
import 'embedded_game_widget.dart';
import 'game.dart';
class WidgetBuilder {
@ -9,70 +10,53 @@ class WidgetBuilder {
return GestureDetector(
// Taps
onTap: game is TapDetector ? () => (game as TapDetector).onTap() : null,
onTapCancel: game is TapDetector
? () => (game as TapDetector).onTapCancel()
: null,
onTapDown: game is TapDetector
? (TapDownDetails d) => (game as TapDetector).onTapDown(d)
: null,
onTapUp: game is TapDetector
? (TapUpDetails d) => (game as TapDetector).onTapUp(d)
: null,
onTapCancel: game is TapDetector ? () => (game as TapDetector).onTapCancel() : null,
onTapDown:
game is TapDetector ? (TapDownDetails d) => (game as TapDetector).onTapDown(d) : null,
onTapUp: game is TapDetector ? (TapUpDetails d) => (game as TapDetector).onTapUp(d) : null,
// Secondary taps
onSecondaryTapDown: game is SecondaryTapDetector
? (TapDownDetails d) =>
(game as SecondaryTapDetector).onSecondaryTapDown(d)
? (TapDownDetails d) => (game as SecondaryTapDetector).onSecondaryTapDown(d)
: null,
onSecondaryTapUp: game is SecondaryTapDetector
? (TapUpDetails d) =>
(game as SecondaryTapDetector).onSecondaryTapUp(d)
? (TapUpDetails d) => (game as SecondaryTapDetector).onSecondaryTapUp(d)
: null,
onSecondaryTapCancel: game is SecondaryTapDetector
? () => (game as SecondaryTapDetector).onSecondaryTapCancel()
: null,
// Double tap
onDoubleTap: game is DoubleTapDetector
? () => (game as DoubleTapDetector).onDoubleTap()
: null,
onDoubleTap:
game is DoubleTapDetector ? () => (game as DoubleTapDetector).onDoubleTap() : null,
// Long presses
onLongPress: game is LongPressDetector
? () => (game as LongPressDetector).onLongPress()
: null,
onLongPress:
game is LongPressDetector ? () => (game as LongPressDetector).onLongPress() : null,
onLongPressStart: game is LongPressDetector
? (LongPressStartDetails d) =>
(game as LongPressDetector).onLongPressStart(d)
? (LongPressStartDetails d) => (game as LongPressDetector).onLongPressStart(d)
: null,
onLongPressMoveUpdate: game is LongPressDetector
? (LongPressMoveUpdateDetails d) =>
(game as LongPressDetector).onLongPressMoveUpdate(d)
: null,
onLongPressUp: game is LongPressDetector
? () => (game as LongPressDetector).onLongPressUp()
? (LongPressMoveUpdateDetails d) => (game as LongPressDetector).onLongPressMoveUpdate(d)
: null,
onLongPressUp:
game is LongPressDetector ? () => (game as LongPressDetector).onLongPressUp() : null,
onLongPressEnd: game is LongPressDetector
? (LongPressEndDetails d) =>
(game as LongPressDetector).onLongPressEnd(d)
? (LongPressEndDetails d) => (game as LongPressDetector).onLongPressEnd(d)
: null,
// Vertical drag
onVerticalDragDown: game is VerticalDragDetector
? (DragDownDetails d) =>
(game as VerticalDragDetector).onVerticalDragDown(d)
? (DragDownDetails d) => (game as VerticalDragDetector).onVerticalDragDown(d)
: null,
onVerticalDragStart: game is VerticalDragDetector
? (DragStartDetails d) =>
(game as VerticalDragDetector).onVerticalDragStart(d)
? (DragStartDetails d) => (game as VerticalDragDetector).onVerticalDragStart(d)
: null,
onVerticalDragUpdate: game is VerticalDragDetector
? (DragUpdateDetails d) =>
(game as VerticalDragDetector).onVerticalDragUpdate(d)
? (DragUpdateDetails d) => (game as VerticalDragDetector).onVerticalDragUpdate(d)
: null,
onVerticalDragEnd: game is VerticalDragDetector
? (DragEndDetails d) =>
(game as VerticalDragDetector).onVerticalDragEnd(d)
? (DragEndDetails d) => (game as VerticalDragDetector).onVerticalDragEnd(d)
: null,
onVerticalDragCancel: game is VerticalDragDetector
? () => (game as VerticalDragDetector).onVerticalDragCancel()
@ -80,20 +64,16 @@ class WidgetBuilder {
// Horizontal drag
onHorizontalDragDown: game is HorizontalDragDetector
? (DragDownDetails d) =>
(game as HorizontalDragDetector).onHorizontalDragDown(d)
? (DragDownDetails d) => (game as HorizontalDragDetector).onHorizontalDragDown(d)
: null,
onHorizontalDragStart: game is HorizontalDragDetector
? (DragStartDetails d) =>
(game as HorizontalDragDetector).onHorizontalDragStart(d)
? (DragStartDetails d) => (game as HorizontalDragDetector).onHorizontalDragStart(d)
: null,
onHorizontalDragUpdate: game is HorizontalDragDetector
? (DragUpdateDetails d) =>
(game as HorizontalDragDetector).onHorizontalDragUpdate(d)
? (DragUpdateDetails d) => (game as HorizontalDragDetector).onHorizontalDragUpdate(d)
: null,
onHorizontalDragEnd: game is HorizontalDragDetector
? (DragEndDetails d) =>
(game as HorizontalDragDetector).onHorizontalDragEnd(d)
? (DragEndDetails d) => (game as HorizontalDragDetector).onHorizontalDragEnd(d)
: null,
onHorizontalDragCancel: game is HorizontalDragDetector
? () => (game as HorizontalDragDetector).onHorizontalDragCancel()
@ -101,38 +81,29 @@ class WidgetBuilder {
// Force presses
onForcePressStart: game is ForcePressDetector
? (ForcePressDetails d) =>
(game as ForcePressDetector).onForcePressStart(d)
? (ForcePressDetails d) => (game as ForcePressDetector).onForcePressStart(d)
: null,
onForcePressPeak: game is ForcePressDetector
? (ForcePressDetails d) =>
(game as ForcePressDetector).onForcePressPeak(d)
? (ForcePressDetails d) => (game as ForcePressDetector).onForcePressPeak(d)
: null,
onForcePressUpdate: game is ForcePressDetector
? (ForcePressDetails d) =>
(game as ForcePressDetector).onForcePressUpdate(d)
? (ForcePressDetails d) => (game as ForcePressDetector).onForcePressUpdate(d)
: null,
onForcePressEnd: game is ForcePressDetector
? (ForcePressDetails d) =>
(game as ForcePressDetector).onForcePressEnd(d)
? (ForcePressDetails d) => (game as ForcePressDetector).onForcePressEnd(d)
: null,
// Pan
onPanDown: game is PanDetector
? (DragDownDetails d) => (game as PanDetector).onPanDown(d)
: null,
onPanStart: game is PanDetector
? (DragStartDetails d) => (game as PanDetector).onPanStart(d)
: null,
onPanDown:
game is PanDetector ? (DragDownDetails d) => (game as PanDetector).onPanDown(d) : null,
onPanStart:
game is PanDetector ? (DragStartDetails d) => (game as PanDetector).onPanStart(d) : null,
onPanUpdate: game is PanDetector
? (DragUpdateDetails d) => (game as PanDetector).onPanUpdate(d)
: null,
onPanEnd: game is PanDetector
? (DragEndDetails d) => (game as PanDetector).onPanEnd(d)
: null,
onPanCancel: game is PanDetector
? () => (game as PanDetector).onPanCancel()
: null,
onPanEnd:
game is PanDetector ? (DragEndDetails d) => (game as PanDetector).onPanEnd(d) : null,
onPanCancel: game is PanDetector ? () => (game as PanDetector).onPanCancel() : null,
// Scales
onScaleStart: game is ScaleDetector
@ -147,9 +118,7 @@ class WidgetBuilder {
child: Container(
color: game.backgroundColor(),
child: Directionality(
textDirection: TextDirection.ltr,
child: EmbeddedGameWidget(game))),
child: Directionality(textDirection: TextDirection.ltr, child: EmbeddedGameWidget(game))),
);
}
}
@ -185,8 +154,7 @@ class _OverlayGameWidgetState extends State<OverlayGameWidget> {
Widget build(BuildContext context) {
return Directionality(
textDirection: TextDirection.ltr,
child:
Stack(children: [widget.gameChild, ..._overlays.values.toList()]));
child: Stack(children: [widget.gameChild, ..._overlays.values.toList()]));
}
}
@ -197,7 +165,6 @@ class OverlayWidgetBuilder extends WidgetBuilder {
Widget build(Game game) {
final container = super.build(game);
return OverlayGameWidget(
gameChild: container, game: game, key: UniqueKey());
return OverlayGameWidget(gameChild: container, game: game, key: UniqueKey());
}
}

View File

@ -6,9 +6,10 @@ import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart' as widgets;
import 'animation.dart';
import 'game/embedded_game_widget.dart';
import 'game/simple_game.dart';
import 'sprite.dart';
import 'components/animation_component.dart';
import 'game.dart';
import 'position.dart';
/// Some utilities that did not fit anywhere else.

View File

@ -4,10 +4,10 @@ import 'package:flame/components/composed_component.dart';
import 'package:flame/components/mixins/has_game_ref.dart';
import 'package:flame/components/mixins/resizable.dart';
import 'package:flame/components/mixins/tapable.dart';
import 'package:flame/game/base_game.dart';
import 'package:flutter/gestures.dart';
import 'package:test/test.dart';
import 'package:flame/game.dart';
import 'package:flame/components/component.dart';
class MyGame extends BaseGame {}

View File

@ -1,9 +1,9 @@
import 'dart:ui';
import 'package:flame/components/mixins/has_game_ref.dart';
import 'package:flame/game/base_game.dart';
import 'package:test/test.dart';
import 'package:flame/game.dart';
import 'package:flame/components/component.dart';
class MyGame extends BaseGame {

View File

@ -1,8 +1,8 @@
import 'dart:ui';
import 'package:flame/game/base_game.dart';
import 'package:test/test.dart';
import 'package:flame/game.dart';
import 'package:flame/components/component.dart';
import 'package:flame/components/mixins/resizable.dart';