docs: Improve keyboard input examples (#1907)

This PR updates the live keyboard examples to correctly handle multiple key inputs. This was discovered in #847.
This commit is contained in:
DevKage
2022-09-15 11:43:05 +05:30
committed by GitHub
parent f34d86db1e
commit 5bdb2a1ec8
2 changed files with 72 additions and 116 deletions

View File

@ -1,7 +1,6 @@
import 'package:examples/commons/ember.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame/palette.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';
@ -9,26 +8,28 @@ class KeyboardExample extends FlameGame with KeyboardEvents {
static const String description = '''
Example showcasing how to act on keyboard events.
It also briefly showcases how to create a game without the FlameGame.
Usage: Use A S D W to steer Ember.
Usage: Use WASD to steer Ember.
''';
static final Paint white = BasicPalette.white.paint();
static const int speed = 200;
// Speed at which amber moves.
static const double _speed = 200;
late final Ember ember;
final Vector2 velocity = Vector2(0, 0);
// Direction in which amber is moving.
final Vector2 _direction = Vector2.zero();
late final Ember _ember;
@override
Future<void> onLoad() async {
ember = Ember(position: size / 2, size: Vector2.all(100));
add(ember);
_ember = Ember(position: size / 2, size: Vector2.all(100));
add(_ember);
}
@override
void update(double dt) {
super.update(dt);
final displacement = velocity * (speed * dt);
ember.position.add(displacement);
final displacement = _direction.normalized() * _speed * dt;
_ember.position.add(displacement);
}
@override
@ -38,14 +39,18 @@ class KeyboardExample extends FlameGame with KeyboardEvents {
) {
final isKeyDown = event is RawKeyDownEvent;
if (event.logicalKey == LogicalKeyboardKey.keyA) {
velocity.x = isKeyDown ? -1 : 0;
} else if (event.logicalKey == LogicalKeyboardKey.keyD) {
velocity.x = isKeyDown ? 1 : 0;
} else if (event.logicalKey == LogicalKeyboardKey.keyW) {
velocity.y = isKeyDown ? -1 : 0;
} else if (event.logicalKey == LogicalKeyboardKey.keyS) {
velocity.y = isKeyDown ? 1 : 0;
// Avoiding repeat event as we are interested only in
// key up and key down event.
if (!event.repeat) {
if (event.logicalKey == LogicalKeyboardKey.keyA) {
_direction.x += isKeyDown ? -1 : 1;
} else if (event.logicalKey == LogicalKeyboardKey.keyD) {
_direction.x += isKeyDown ? 1 : -1;
} else if (event.logicalKey == LogicalKeyboardKey.keyW) {
_direction.y += isKeyDown ? -1 : 1;
} else if (event.logicalKey == LogicalKeyboardKey.keyS) {
_direction.y += isKeyDown ? 1 : -1;
}
}
return super.onKeyEvent(event, keysPressed);