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 +1,53 @@
import 'dart:math';
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/sprite.dart';
import 'package:flutter/material.dart';
class SpritebatchExample extends FlameGame {
static const String description = '''
In this example we show how to render many sprites in a batch for
efficiency, this is done with `SpriteBatch` and the `SpriteBatchComponent`.
''';
@override
Future<void> onLoad() async {
await super.onLoad();
final spriteBatch = await SpriteBatch.load('boom.png');
spriteBatch.add(
source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128),
offset: Vector2.all(200),
color: Colors.greenAccent,
scale: 2,
rotation: pi / 9.0,
anchor: Vector2.all(64),
);
spriteBatch.addTransform(
source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128),
color: Colors.redAccent,
);
const num = 100;
final r = Random();
for (var i = 0; i < num; ++i) {
final sx = r.nextInt(8) * 128.0;
final sy = r.nextInt(8) * 128.0;
final x = r.nextInt(size.x.toInt()).toDouble();
final y = r.nextInt(size.y ~/ 2).toDouble() + size.y / 2.0;
spriteBatch.add(
source: Rect.fromLTWH(sx, sy, 128, 128),
offset: Vector2(x - 64, y - 64),
);
}
add(
SpriteBatchComponent(
spriteBatch: spriteBatch,
blendMode: BlendMode.srcOver,
),
);
}
}