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https://github.com/flame-engine/flame.git
synced 2025-11-01 09:39:12 +08:00
Fix collision detection and rendering of local shape angles (#773)
* Fix collision detection with anchor other than center * Fix rotation around anchor * Simplify advanced collision detection example * Add some tests * Simplify multiple shapes example more * Move shapeCenter logic into Shape * Render center point * More debugging in MultipleShapes * Wtf. * Re-add "possibly" calculation * Rotate shape around parent center * Only consider the parent center * Format multiple shapes example * Add simple shapes example * Add caching in polygon * Fix rendering of polygon shapes * Remove print * Add changelog entry * Fix analyze complaints * Remove all shapes that contain the pressed point * Take zoom into consideration in multiple shapes example * Remove useless import * map instead of generate * Fix position component test * Simpler negative vector2 * "Correct" format * Add ShapeComponent instead of camera aware shapes * Fix formatting * Remove zoom from collision detection example * No need for gameRef in MultipleShapes example * Fix naming in only_shapes
This commit is contained in:
@ -19,9 +19,16 @@ abstract class MyCollidable extends PositionComponent
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double angleDelta = 0;
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bool _isDragged = false;
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final _activePaint = Paint()..color = Colors.amber;
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double _wallHitTime = double.infinity;
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late final Color _defaultDebugColor = debugColor;
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bool _isHit = false;
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final ScreenCollidable screenCollidable;
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MyCollidable(Vector2 position, Vector2 size, this.velocity) {
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MyCollidable(
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Vector2 position,
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Vector2 size,
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this.velocity,
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this.screenCollidable,
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) {
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this.position = position;
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this.size = size;
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anchor = Anchor.center;
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@ -33,51 +40,56 @@ abstract class MyCollidable extends PositionComponent
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if (_isDragged) {
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return;
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}
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_wallHitTime += dt;
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if (!_isHit) {
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debugColor = _defaultDebugColor;
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} else {
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_isHit = false;
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}
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delta.setFrom(velocity * dt);
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position.add(delta);
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angleDelta = dt * rotationSpeed;
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angle = (angle + angleDelta) % (2 * pi);
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// Takes rotation into consideration (which topLeftPosition doesn't)
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final topLeft = absoluteCenter - (size / 2);
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if (topLeft.x + size.x < 0 ||
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topLeft.y + size.y < 0 ||
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topLeft.x > screenCollidable.size.x ||
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topLeft.y > screenCollidable.size.y) {
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final moduloSize = screenCollidable.size + size;
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topLeftPosition = topLeftPosition % moduloSize;
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}
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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renderShapes(canvas);
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final localCenter = (size / 2).toOffset();
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if (_isDragged) {
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final localCenter = (size / 2).toOffset();
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canvas.drawCircle(localCenter, 5, _activePaint);
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}
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if (_wallHitTime < 1.0) {
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// Show a rectangle in the center for a second if we hit the wall
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canvas.drawRect(
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Rect.fromCenter(center: localCenter, width: 10, height: 10),
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debugPaint,
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);
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}
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}
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@override
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void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
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final averageIntersection = intersectionPoints.reduce((sum, v) => sum + v) /
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intersectionPoints.length.toDouble();
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final collisionDirection = (averageIntersection - absoluteCenter)
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..normalize()
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..round();
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if (velocity.angleToSigned(collisionDirection).abs() > 3) {
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// This entity got hit by something else
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return;
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}
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final angleToCollision = velocity.angleToSigned(collisionDirection);
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if (angleToCollision.abs() < pi / 8) {
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velocity.rotate(pi);
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} else {
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velocity.rotate(-pi / 2 * angleToCollision.sign);
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}
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position.sub(delta * 2);
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angle = (angle - angleDelta) % (2 * pi);
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if (other is ScreenCollidable) {
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_wallHitTime = 0;
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_isHit = true;
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switch (other.runtimeType) {
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case ScreenCollidable:
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debugColor = Colors.teal;
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break;
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case CollidablePolygon:
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debugColor = Colors.blue;
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break;
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case CollidableCircle:
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debugColor = Colors.green;
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break;
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case CollidableRectangle:
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debugColor = Colors.cyan;
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break;
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case CollidableSnowman:
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debugColor = Colors.amber;
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break;
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default:
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debugColor = Colors.pink;
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}
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}
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@ -96,8 +108,12 @@ abstract class MyCollidable extends PositionComponent
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}
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class CollidablePolygon extends MyCollidable {
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CollidablePolygon(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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CollidablePolygon(
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Vector2 position,
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Vector2 size,
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Vector2 velocity,
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ScreenCollidable screenCollidable,
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) : super(position, size, velocity, screenCollidable) {
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final shape = HitboxPolygon([
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Vector2(-1.0, 0.0),
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Vector2(-0.8, 0.6),
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@ -113,15 +129,23 @@ class CollidablePolygon extends MyCollidable {
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}
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class CollidableRectangle extends MyCollidable {
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CollidableRectangle(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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CollidableRectangle(
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Vector2 position,
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Vector2 size,
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Vector2 velocity,
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ScreenCollidable screenCollidable,
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) : super(position, size, velocity, screenCollidable) {
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addShape(HitboxRectangle());
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}
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}
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class CollidableCircle extends MyCollidable {
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CollidableCircle(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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CollidableCircle(
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Vector2 position,
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Vector2 size,
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Vector2 velocity,
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ScreenCollidable screenCollidable,
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) : super(position, size, velocity, screenCollidable) {
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final shape = HitboxCircle();
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addShape(shape);
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}
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@ -134,9 +158,9 @@ class SnowmanPart extends HitboxCircle {
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..strokeWidth = 1
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..style = PaintingStyle.stroke;
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SnowmanPart(double definition, Vector2 relativePosition, Color hitColor)
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SnowmanPart(double definition, Vector2 relativeOffset, Color hitColor)
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: super(definition: definition) {
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this.relativePosition.setFrom(relativePosition);
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this.relativeOffset.setFrom(relativeOffset);
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onCollision = (Set<Vector2> intersectionPoints, HitboxShape other) {
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if (other.component is ScreenCollidable) {
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hitPaint..color = startColor;
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@ -147,15 +171,20 @@ class SnowmanPart extends HitboxCircle {
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}
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@override
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void render(Canvas canvas, Paint paint) {
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void render(Canvas canvas, _) {
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super.render(canvas, hitPaint);
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}
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}
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class CollidableSnowman extends MyCollidable {
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CollidableSnowman(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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rotationSpeed = 0.2;
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CollidableSnowman(
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Vector2 position,
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Vector2 size,
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Vector2 velocity,
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ScreenCollidable screenCollidable,
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) : super(position, size, velocity, screenCollidable) {
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rotationSpeed = 0.3;
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anchor = Anchor.topLeft;
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final top = SnowmanPart(0.4, Vector2(0, -0.8), Colors.red);
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final middle = SnowmanPart(0.6, Vector2(0, -0.3), Colors.yellow);
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final bottom = SnowmanPart(1.0, Vector2(0, 0.5), Colors.green);
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@ -167,6 +196,9 @@ class CollidableSnowman extends MyCollidable {
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class MultipleShapes extends BaseGame
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with HasCollidables, HasDraggableComponents {
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@override
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bool debugMode = true;
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final TextPaint fpsTextPaint = TextPaint(
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config: TextPaintConfig(
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color: BasicPalette.white.color,
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@ -175,21 +207,25 @@ class MultipleShapes extends BaseGame
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@override
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Future<void> onLoad() async {
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final screen = ScreenCollidable();
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await super.onLoad();
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final screenCollidable = ScreenCollidable();
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final snowman = CollidableSnowman(
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Vector2.all(150),
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Vector2(100, 200),
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Vector2(-100, 100),
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screenCollidable,
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);
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MyCollidable lastToAdd = snowman;
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add(screen);
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add(screenCollidable);
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add(snowman);
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var totalAdded = 1;
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while (totalAdded < 20) {
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lastToAdd = createRandomCollidable(lastToAdd);
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while (totalAdded < 10) {
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lastToAdd = createRandomCollidable(lastToAdd, screenCollidable);
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final lastBottomRight =
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lastToAdd.toAbsoluteRect().bottomRight.toVector2();
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if (screen.containsPoint(lastBottomRight)) {
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final screenSize = size / camera.zoom;
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if (lastBottomRight.x < screenSize.x &&
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lastBottomRight.y < screenSize.y) {
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add(lastToAdd);
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totalAdded++;
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} else {
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@ -201,7 +237,10 @@ class MultipleShapes extends BaseGame
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final _rng = Random();
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final _distance = Vector2(100, 0);
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MyCollidable createRandomCollidable(MyCollidable lastCollidable) {
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MyCollidable createRandomCollidable(
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MyCollidable lastCollidable,
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ScreenCollidable screen,
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) {
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final collidableSize = Vector2.all(50) + Vector2.random(_rng) * 100;
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final isXOverflow = lastCollidable.position.x +
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lastCollidable.size.x / 2 +
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@ -213,17 +252,18 @@ class MultipleShapes extends BaseGame
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position = (lastCollidable.position + _distance)
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..x += collidableSize.x / 2;
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}
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final velocity = Vector2.random(_rng) * 200;
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final velocity = (Vector2.random(_rng) - Vector2.random(_rng)) * 400;
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final rotationSpeed = 0.5 - _rng.nextDouble();
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final shapeType = Shapes.values[_rng.nextInt(Shapes.values.length)];
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switch (shapeType) {
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case Shapes.circle:
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return CollidableCircle(position, collidableSize, velocity);
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return CollidableCircle(position, collidableSize, velocity, screen)
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..rotationSpeed = rotationSpeed;
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case Shapes.rectangle:
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return CollidableRectangle(position, collidableSize, velocity)
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return CollidableRectangle(position, collidableSize, velocity, screen)
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..rotationSpeed = rotationSpeed;
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case Shapes.polygon:
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return CollidablePolygon(position, collidableSize, velocity)
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return CollidablePolygon(position, collidableSize, velocity, screen)
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..rotationSpeed = rotationSpeed;
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}
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}
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