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 +1,138 @@
import 'package:dashbook/dashbook.dart';
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flutter/material.dart';
class CustomPainterExample extends FlameGame with TapDetector {
static const description = '''
Example demonstration of how to use the CustomPainterComponent.
On the screen you can see a component using a custom painter being
rendered on a FlameGame, and if you tap, that same painter is used to
show the happy face on a widget overlay.
''';
@override
Future<void> onLoad() async {
await super.onLoad();
add(Player());
}
@override
void onTap() {
if (overlays.isActive('HappyFace')) {
overlays.remove('HappyFace');
} else {
overlays.add('HappyFace');
}
}
}
Widget customPainterBuilder(DashbookContext ctx) {
return GameWidget(
game: CustomPainterExample(),
overlayBuilderMap: {
'HappyFace': (context, game) {
return Center(
child: Container(
color: Colors.white,
width: 200,
height: 200,
child: Column(
children: [
const Text(
'Hey, I can be a widget too!',
style: TextStyle(
color: Colors.black,
),
),
const SizedBox(height: 32),
SizedBox(
height: 132,
width: 132,
child: CustomPaint(painter: PlayerCustomPainter()),
),
],
),
),
);
},
},
);
}
class PlayerCustomPainter extends CustomPainter {
late final facePaint = Paint()..color = Colors.yellow;
late final eyesPaint = Paint()..color = Colors.black;
@override
void paint(Canvas canvas, Size size) {
final faceRadius = size.height / 2;
canvas.drawCircle(
Offset(
faceRadius,
faceRadius,
),
faceRadius,
facePaint,
);
final eyeSize = faceRadius * 0.15;
canvas.drawCircle(
Offset(
faceRadius - (eyeSize * 2),
faceRadius - eyeSize,
),
eyeSize,
eyesPaint,
);
canvas.drawCircle(
Offset(
faceRadius + (eyeSize * 2),
faceRadius - eyeSize,
),
eyeSize,
eyesPaint,
);
}
@override
bool shouldRepaint(CustomPainter oldDelegate) {
return false;
}
}
class Player extends CustomPainterComponent
with HasGameRef<CustomPainterExample> {
static const speed = 150;
int direction = 1;
@override
Future<void> onLoad() async {
await super.onLoad();
painter = PlayerCustomPainter();
size = Vector2.all(100);
y = 200;
}
@override
void update(double dt) {
super.update(dt);
x += speed * direction * dt;
if ((x + width >= gameRef.size.x && direction > 0) ||
(x <= 0 && direction < 0)) {
direction *= -1;
}
}
}