feat: SpawnComponent (#2709)

This PR introduces the `SpawnComponent`, which randomly spawns
components within a set area.
This commit is contained in:
Lukas Klingsbo
2023-09-10 17:55:30 +02:00
committed by GitHub
parent b3d78f5883
commit 83f5ea45dc
39 changed files with 593 additions and 40 deletions

View File

@ -4,6 +4,7 @@ import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/effects.dart';
import 'package:flame/game.dart';
import 'package:flame/geometry.dart';
import 'package:flutter/animation.dart';
class RotateEffectExample extends FlameGame {
@ -45,7 +46,7 @@ class RotateEffectExample extends FlameGame {
compass.arrow
..add(
RotateEffect.to(
Transform2D.tau,
tau,
EffectController(
duration: 20,
infinite: true,
@ -54,7 +55,7 @@ class RotateEffectExample extends FlameGame {
)
..add(
RotateEffect.by(
Transform2D.tau * 0.015,
tau * 0.015,
EffectController(
duration: 0.1,
reverseDuration: 0.1,
@ -64,7 +65,7 @@ class RotateEffectExample extends FlameGame {
)
..add(
RotateEffect.by(
Transform2D.tau * 0.021,
tau * 0.021,
EffectController(
duration: 0.13,
reverseDuration: 0.13,
@ -98,7 +99,7 @@ class Compass extends PositionComponent {
Future<void> onLoad() async {
_marksPath = Path();
for (var i = 0; i < 12; i++) {
final angle = Transform2D.tau * (i / 12);
final angle = tau * (i / 12);
// Note: rim takes up 0.1radius, so the lengths must be > than that
final markLength = (i % 3 == 0) ? _radius * 0.2 : _radius * 0.15;
_marksPath.moveTo(
@ -189,7 +190,7 @@ class CompassRim extends PositionComponent {
final innerRadius = _radius - _width;
final midRadius = _radius - _width / 3;
for (var i = 0; i < numberOfNotches; i++) {
final angle = Transform2D.tau * (i / numberOfNotches);
final angle = tau * (i / numberOfNotches);
_marksPath.moveTo(
_radius + innerRadius * sin(angle),
_radius + innerRadius * cos(angle),