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 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
class PauseResumeExample extends FlameGame with TapDetector, DoubleTapDetector {
static const description = '''
Demonstrate how to use the pause and resume engine methods and paused
attribute.
Tap on the screen to toggle the execution of the engine using the
`resumeEngine` and `pauseEngine`.
Double Tap on the screen to toggle the execution of the engine using the
`paused` attribute.
''';
@override
Future<void> onLoad() async {
await super.onLoad();
final animation = await loadSpriteAnimation(
'animations/chopper.png',
SpriteAnimationData.sequenced(
amount: 4,
textureSize: Vector2.all(48),
stepTime: 0.15,
),
);
add(
SpriteAnimationComponent(
animation: animation,
)
..position = size / 2
..anchor = Anchor.center
..size = Vector2.all(100),
);
}
@override
void onTap() {
if (paused) {
resumeEngine();
} else {
pauseEngine();
}
}
@override
void onDoubleTap() {
paused = !paused;
}
}