Tapables need to be handled in reversed priority order

This commit is contained in:
Lukas Klingsbo
2020-11-30 00:18:00 +01:00
committed by renancaraujo
parent 2818845f7e
commit 46554507a7
2 changed files with 71 additions and 3 deletions

View File

@ -0,0 +1,68 @@
import 'dart:math' as math;
import 'package:flame/anchor.dart';
import 'package:flame/extensions/vector2.dart';
import 'package:flame/palette.dart';
import 'package:flutter/material.dart';
import 'package:flame/game.dart';
import 'package:flame/components/position_component.dart';
import 'package:flame/components/mixins/tapable.dart';
void main() {
final game = MyGame();
final widget = Container(
padding: const EdgeInsets.all(50),
color: const Color(0xFFA9A9A9),
child: game.widget,
);
runApp(widget);
}
class TapableSquare extends PositionComponent with Tapable {
Paint _randomPaint() {
final rng = math.Random();
final color = Color.fromRGBO(
rng.nextInt(256), rng.nextInt(256), rng.nextInt(256), 0.9);
return PaletteEntry(color).paint;
}
Paint currentPaint;
TapableSquare({Vector2 position}) {
currentPaint = _randomPaint();
size = Vector2.all(100);
this.position = position ?? Vector2.all(100);
}
@override
void render(Canvas canvas) {
super.render(canvas);
canvas.drawRect(size.toRect(), currentPaint);
}
@override
bool onTapUp(TapUpDetails details) {
return false;
}
@override
bool onTapDown(TapDownDetails details) {
angle += 1.0;
return false;
}
@override
bool onTapCancel() {
return false;
}
}
class MyGame extends BaseGame with HasTapableComponents {
MyGame() {
add(TapableSquare(position: Vector2(100, 100)));
add(TapableSquare(position: Vector2(150, 150)));
add(TapableSquare(position: Vector2(100, 200)));
}
}

View File

@ -52,7 +52,7 @@ mixin Tapable on BaseComponent {
mixin HasTapableComponents on BaseGame {
@mustCallSuper
void onTapCancel(int pointerId) {
for (Component c in components) {
for (Component c in components.toList().reversed) {
bool shouldContinue = true;
if (c is BaseComponent) {
shouldContinue = c.propagateToChildren<Tapable>(
@ -70,7 +70,7 @@ mixin HasTapableComponents on BaseGame {
@mustCallSuper
void onTapDown(int pointerId, TapDownDetails details) {
for (Component c in components) {
for (Component c in components.toList().reversed) {
bool shouldContinue = true;
if (c is BaseComponent) {
shouldContinue = c.propagateToChildren<Tapable>(
@ -88,7 +88,7 @@ mixin HasTapableComponents on BaseGame {
@mustCallSuper
void onTapUp(int pointerId, TapUpDetails details) {
for (Component c in components) {
for (Component c in components.toList().reversed) {
bool shouldContinue = true;
if (c is BaseComponent) {
shouldContinue = c.propagateToChildren<Tapable>(