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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
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import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/geometry.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart' hide Image, Draggable;
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class CirclesExample extends FlameGame with HasCollidables, TapDetector {
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static const description = '''
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This example will create a circle every time you tap on the screen. It will
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have the initial velocity towards the center of the screen and if it touches
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another circle both of them will change color.
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''';
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@override
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Future<void> onLoad() async {
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super.onLoad();
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add(ScreenCollidable());
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}
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@override
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void onTapDown(TapDownInfo info) {
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add(MyCollidable(info.eventPosition.game));
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}
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}
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class MyCollidable extends PositionComponent
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with HasGameRef<CirclesExample>, HasHitboxes, Collidable {
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late Vector2 velocity;
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final _collisionColor = Colors.amber;
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final _defaultColor = Colors.cyan;
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bool _isWallHit = false;
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bool _isCollision = false;
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MyCollidable(Vector2 position)
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: super(
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position: position,
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size: Vector2.all(100),
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anchor: Anchor.center,
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) {
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addHitbox(HitboxCircle());
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final center = gameRef.size / 2;
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velocity = (center - position)..scaleTo(150);
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}
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@override
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void update(double dt) {
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super.update(dt);
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if (_isWallHit) {
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removeFromParent();
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return;
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}
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debugColor = _isCollision ? _collisionColor : _defaultColor;
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position.add(velocity * dt);
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_isCollision = false;
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}
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@override
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void render(Canvas canvas) {
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renderHitboxes(canvas);
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}
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@override
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void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
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if (other is ScreenCollidable) {
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_isWallHit = true;
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return;
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}
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_isCollision = true;
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}
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}
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