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	fix: Remove deprecations for 1.10.0 (#2809)
Removed deprecations for 1.10.0 and fixes some small unreleased regressions found when going through the examples.
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		| @ -2,48 +2,28 @@ import 'dart:ui'; | ||||
|  | ||||
| import 'package:examples/commons/ember.dart'; | ||||
| import 'package:flame/components.dart'; | ||||
| import 'package:flame/events.dart'; | ||||
| import 'package:flame/game.dart'; | ||||
| import 'package:flame/input.dart'; | ||||
|  | ||||
| class BasicAnimationsExample extends FlameGame with TapDetector { | ||||
| class BasicAnimationsExample extends FlameGame { | ||||
|   static const description = ''' | ||||
|     Basic example of `SpriteAnimation`s use in Flame's `FlameGame`\n\n | ||||
|      | ||||
|     The snippet shows how an animation can be loaded and added to the game | ||||
|     ``` | ||||
|     class MyGame extends FlameGame { | ||||
|       @override | ||||
|       Future<void> onLoad() async { | ||||
|         final animation = await loadSpriteAnimation( | ||||
|           'animations/chopper.png', | ||||
|           SpriteAnimationData.sequenced( | ||||
|             amount: 4, | ||||
|             textureSize: Vector2.all(48), | ||||
|             stepTime: 0.15, | ||||
|           ), | ||||
|         ); | ||||
|      | ||||
|         final animationComponent = SpriteAnimationComponent( | ||||
|           animation: animation, | ||||
|           size: Vector2.all(100.0), | ||||
|         ); | ||||
|      | ||||
|         add(animationComponent); | ||||
|       } | ||||
|     } | ||||
|     ``` | ||||
|     Basic example of how to use `SpriteAnimation`s in Flame's. | ||||
|  | ||||
|     On this example, click or touch anywhere on the screen to dynamically add | ||||
|     In this example, click or touch anywhere on the screen to dynamically add | ||||
|     animations. | ||||
|   '''; | ||||
|  | ||||
|   BasicAnimationsExample() : super(world: BasicAnimationsWorld()); | ||||
| } | ||||
|  | ||||
| class BasicAnimationsWorld extends World with TapCallbacks, HasGameReference { | ||||
|   late Image creature; | ||||
|  | ||||
|   @override | ||||
|   Future<void> onLoad() async { | ||||
|     creature = await images.load('animations/creature.png'); | ||||
|     creature = await game.images.load('animations/creature.png'); | ||||
|  | ||||
|     final animation = await loadSpriteAnimation( | ||||
|     final animation = await game.loadSpriteAnimation( | ||||
|       'animations/chopper.png', | ||||
|       SpriteAnimationData.sequenced( | ||||
|         amount: 4, | ||||
| @ -55,24 +35,25 @@ class BasicAnimationsExample extends FlameGame with TapDetector { | ||||
|     final spriteSize = Vector2.all(100.0); | ||||
|     final animationComponent = SpriteAnimationComponent( | ||||
|       animation: animation, | ||||
|       position: Vector2(-spriteSize.x, 0), | ||||
|       size: spriteSize, | ||||
|       anchor: Anchor.center, | ||||
|     ); | ||||
|     animationComponent.x = size.x / 2 - spriteSize.x; | ||||
|     animationComponent.y = spriteSize.y; | ||||
|  | ||||
|     final reversedAnimationComponent = SpriteAnimationComponent( | ||||
|       animation: animation.reversed(), | ||||
|       position: Vector2(spriteSize.x, 0), | ||||
|       size: spriteSize, | ||||
|       anchor: Anchor.center, | ||||
|     ); | ||||
|     reversedAnimationComponent.x = size.x / 2; | ||||
|     reversedAnimationComponent.y = spriteSize.y; | ||||
|  | ||||
|     add(animationComponent); | ||||
|     add(reversedAnimationComponent); | ||||
|     add(Ember()..position = size / 2); | ||||
|     add(Ember()); | ||||
|   } | ||||
|  | ||||
|   void addAnimation(Vector2 position) { | ||||
|   @override | ||||
|   void onTapDown(TapDownEvent event) { | ||||
|     final size = Vector2(291, 178); | ||||
|  | ||||
|     final animationComponent = SpriteAnimationComponent.fromFrameData( | ||||
| @ -84,16 +65,12 @@ class BasicAnimationsExample extends FlameGame with TapDetector { | ||||
|         stepTime: 0.15, | ||||
|         loop: false, | ||||
|       ), | ||||
|       position: event.localPosition, | ||||
|       anchor: Anchor.center, | ||||
|       size: size, | ||||
|       removeOnFinish: true, | ||||
|     ); | ||||
|  | ||||
|     animationComponent.position = position - size / 2; | ||||
|     add(animationComponent); | ||||
|   } | ||||
|  | ||||
|   @override | ||||
|   void onTapDown(TapDownInfo info) { | ||||
|     addAnimation(info.eventPosition.game); | ||||
|   } | ||||
| } | ||||
|  | ||||
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	 Lukas Klingsbo
					Lukas Klingsbo