Unify examples structure (#1118)

* Animations, CameraAndViewport, CollisionDetection and Components unified

* Added descriptions to effects

* Rename input games

* Unify input stories

* Add info to parallax section

* Added descriptions to the rendering examples

* Add descriptions to the sprites directory

* Fix utils and rendering section

* Add descriptions to the widgets section

* Delete directory that rebase brought back

* Unify game names

* Added some styleguide docs for examples

* Fix analyze issues

* All files should have _example as suffix

* Made the FollowComponentExample a bit easier to understand

* Change priority of ember
This commit is contained in:
Lukas Klingsbo
2021-11-19 14:28:04 +01:00
committed by GitHub
parent 904481d289
commit 8b132d7c0b
90 changed files with 1574 additions and 1140 deletions

View File

@ -0,0 +1,74 @@
import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
enum RobotState {
idle,
running,
}
class AnimationGroupExample extends FlameGame with TapDetector {
static const description = '''
This example shows how to create a component that can be switched between
different states to change the animation that is playing.\n\n
Usage: Click/tap and hold the screen to change state and then let go to go
back to the original animation.
''';
late SpriteAnimationGroupComponent robot;
@override
Future<void> onLoad() async {
await super.onLoad();
final running = await loadSpriteAnimation(
'animations/robot.png',
SpriteAnimationData.sequenced(
amount: 8,
stepTime: 0.2,
textureSize: Vector2(16, 18),
),
);
final idle = await loadSpriteAnimation(
'animations/robot-idle.png',
SpriteAnimationData.sequenced(
amount: 4,
stepTime: 0.4,
textureSize: Vector2(16, 18),
),
);
final robotSize = Vector2(64, 72);
robot = SpriteAnimationGroupComponent<RobotState>(
animations: {
RobotState.running: running,
RobotState.idle: idle,
},
current: RobotState.idle,
position: size / 2 - robotSize / 2,
size: robotSize,
);
add(robot);
}
@override
void onTapDown(_) {
robot.current = RobotState.running;
}
@override
void onTapCancel() {
robot.current = RobotState.idle;
}
@override
void onTapUp(_) {
robot.current = RobotState.idle;
}
@override
Color backgroundColor() => const Color(0xFF222222);
}