mirror of
https://github.com/flame-engine/flame.git
synced 2025-10-31 00:48:47 +08:00
docs: Deprecate TapDetector in favour of TapCallbacks (#2886)
Deprecate `TapDetector` in favour of `TapCallbacks`
This commit is contained in:
@ -21,7 +21,7 @@ void main() async {
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runApp(const GameWidget.controlled(gameFactory: SpineExample.new));
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}
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class FlameSpineExample extends FlameGame with TapDetector {
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class FlameSpineExample extends FlameGame {
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late final SpineComponent spineboy;
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@override
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@ -9,7 +9,7 @@ import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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class RayTraceExample extends FlameGame
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with HasCollisionDetection, TapDetector {
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with HasCollisionDetection, TapCallbacks {
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Paint paint = Paint()..color = Colors.red.withValues(alpha: 0.6);
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bool isClicked = false;
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@ -79,8 +79,7 @@ class RayTraceExample extends FlameGame
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}
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@override
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void onTap() {
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super.onTap();
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void onTapUp(TapUpEvent event) {
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if (!isClicked) {
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isClicked = true;
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return;
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@ -4,7 +4,7 @@ import 'package:flame/effects.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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class RemoveEffectGame extends FlameGame with TapDetector {
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class RemoveEffectGame extends FlameGame with TapCallbacks {
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static const double delayTime = 3;
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late EmberPlayer ember;
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late TextComponent textComponent;
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@ -22,7 +22,7 @@ class RemoveEffectGame extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapUp(TapUpEvent event) {
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if (children.contains(ember)) {
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ember.add(effect);
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} else {
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@ -4,7 +4,7 @@ import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame_rive/flame_rive.dart';
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class RiveExampleGame extends FlameGame with TapDetector {
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class RiveExampleGame extends FlameGame with TapCallbacks {
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late SMIInput<double>? levelInput;
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@override
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@ -26,8 +26,7 @@ class RiveExampleGame extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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super.onTap();
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void onTapDown(_) {
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if (levelInput != null) {
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levelInput!.value = (levelInput!.value + 1) % 3;
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}
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@ -64,7 +64,6 @@ Countdown example:
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```dart
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import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart';
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class MyGame extends Game {
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@ -99,7 +98,6 @@ Interval example:
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```dart
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import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart';
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class MyGame extends Game {
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@ -1,15 +1,15 @@
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import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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enum RobotState {
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idle,
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running,
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}
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class AnimationGroupExample extends FlameGame with TapDetector {
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class AnimationGroupExample extends FlameGame with TapCallbacks {
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static const description = '''
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This example shows how to create a component that can be switched between
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different states to change the animation that is playing.\n\n
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@ -59,7 +59,7 @@ class AnimationGroupExample extends FlameGame with TapDetector {
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}
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@override
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void onTapCancel() {
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void onTapCancel(_) {
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robot.current = RobotState.idle;
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}
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@ -3,7 +3,7 @@ import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame_spine/flame_spine.dart';
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class FlameSpineExample extends FlameGame with TapDetector {
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class FlameSpineExample extends FlameGame with TapCallbacks {
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static const String description = '''
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This example shows how to load a Spine animation. Tap on the screen to try
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different states of the animation.
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@ -45,7 +45,7 @@ class FlameSpineExample extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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_stateIndex = (_stateIndex + 1) % states.length;
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spineboy.animationState.setAnimationByName(0, states[_stateIndex], true);
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}
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@ -4,7 +4,7 @@ import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame_spine/flame_spine.dart';
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class SharedDataSpineExample extends FlameGame with TapDetector {
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class SharedDataSpineExample extends FlameGame with TapCallbacks {
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static const String description = '''
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This example shows how to preload assets and share data between Spine
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components.
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@ -45,7 +45,7 @@ class SharedDataSpineExample extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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for (final spineboy in spineboys) {
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spineboy.animationState.setAnimationByName(0, 'jump', false);
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spineboy.animationState.setListener((type, track, event) {
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@ -10,7 +10,7 @@ import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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class RaycastLightExample extends FlameGame
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with HasCollisionDetection, TapDetector, MouseMovementDetector {
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with HasCollisionDetection, TapCallbacks, MouseMovementDetector {
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static const description = '''
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In this example the raycast functionality is showcased by using it as a light
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source, if you move the mouse around the canvas the rays will be cast from its
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@ -88,9 +88,8 @@ with with mouse.
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}
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@override
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void onTapDown(TapDownInfo info) {
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super.onTapDown(info);
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final origin = info.eventPosition.widget;
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void onTapDown(TapDownEvent event) {
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final origin = event.canvasPosition;
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isTapOriginCasted = origin == tapOrigin;
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tapOrigin = origin;
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}
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@ -9,11 +9,7 @@ import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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class RaytraceExample extends FlameGame
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with
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HasCollisionDetection,
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TapDetector,
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MouseMovementDetector,
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TapDetector {
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with HasCollisionDetection, MouseMovementDetector, TapCallbacks {
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static const description = '''
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In this example the raytrace functionality is showcased.
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Click to start sending out a ray which will bounce around to visualize how it
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@ -54,8 +50,9 @@ bounce on will appear.
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bool isClicked = false;
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final extraChildren = <Component>[];
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@override
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void onTap() {
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void onTapDown(_) {
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if (!isClicked) {
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isClicked = true;
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return;
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@ -4,10 +4,9 @@ import 'package:flame/events.dart';
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import 'package:flame/experimental.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/input.dart';
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import 'package:flame/math.dart';
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class SpawnComponentExample extends FlameGame with TapDetector {
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class SpawnComponentExample extends FlameGame {
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static const String description =
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'Tap on the screen to start spawning Embers within different shapes.';
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@ -2,10 +2,9 @@ import 'package:examples/commons/ember.dart';
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart';
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class ColorEffectExample extends FlameGame with TapDetector {
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class ColorEffectExample extends FlameGame {
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static const String description = '''
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In this example we show how the `ColorEffect` can be used.
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Ember will constantly pulse in and out of a blue color.
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@ -1,10 +1,10 @@
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart';
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class DualEffectRemovalExample extends FlameGame with TapDetector {
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class DualEffectRemovalExample extends FlameGame with TapCallbacks {
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static const String description = '''
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In this example we show how a dual effect can be used and removed.
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To remove an effect, tap anywhere on the screen and the first tap will
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@ -48,7 +48,7 @@ class DualEffectRemovalExample extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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// apply(0) sends the animation to its initial starting state.
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// If this isn't called, the effect would be removed and leave the
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// component at its current state.
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@ -1,14 +1,14 @@
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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enum RobotState {
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idle,
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running,
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}
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class FunctionEffectExample extends FlameGame with TapDetector {
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class FunctionEffectExample extends FlameGame with TapCallbacks {
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static const String description = '''
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This example shows how to use the FunctionEffect to create custom effects.
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@ -1,14 +1,14 @@
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart';
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void main() {
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runApp(GameWidget(game: GlowEffectExample()));
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}
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class GlowEffectExample extends FlameGame with TapDetector {
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class GlowEffectExample extends FlameGame with TapCallbacks {
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static const String description = '''
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In this example we show how the `GlowEffect` can be used.
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''';
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@ -1,10 +1,10 @@
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import 'package:examples/commons/ember.dart';
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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class OpacityEffectExample extends FlameGame with TapDetector {
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class OpacityEffectExample extends FlameGame with TapCallbacks {
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static const String description = '''
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In this example we show how the `OpacityEffect` can be used in two ways.
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The left Ember will constantly pulse in and out of opacity and the right
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@ -41,7 +41,7 @@ class OpacityEffectExample extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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final opacity = sprite.paint.color.a;
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if (opacity >= 0.5) {
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sprite.add(OpacityEffect.fadeOut(EffectController(duration: 1)));
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@ -3,13 +3,13 @@ import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/events.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:flame/palette.dart';
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import 'package:flutter/animation.dart';
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class ScaleEffectExample extends FlameGame with TapDetector {
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class ScaleEffectExample extends FlameGame with TapCallbacks {
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static const String description = '''
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In this example you can tap the screen and the component will scale up or
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down, depending on its current state.
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@ -56,7 +56,7 @@ class ScaleEffectExample extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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final s = grow ? 3.0 : 1.0;
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grow = !grow;
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@ -2,12 +2,12 @@ import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/animation.dart';
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class SizeEffectExample extends FlameGame with TapDetector {
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class SizeEffectExample extends FlameGame with TapCallbacks {
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static const String description = '''
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The `SizeEffect` changes the size of the component, the sizes of the
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children will stay the same.
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@ -31,7 +31,7 @@ class SizeEffectExample extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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shape.add(
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SizeEffect.to(
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Vector2.all(grow ? 300.0 : 100.0),
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@ -1,9 +1,10 @@
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import 'package:flame/components.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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class NineTileBoxCustomGridExample extends FlameGame
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with TapDetector, DoubleTapDetector {
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with TapCallbacks, DoubleTapDetector {
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static const String description = '''
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If you want to create a background for something that can stretch you can
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use the `NineTileBox` which is showcased here. In this example a custom
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@ -35,7 +36,7 @@ class NineTileBoxCustomGridExample extends FlameGame
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}
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@override
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void onTap() {
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void onTapDown(_) {
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nineTileBoxComponent.scale.scale(1.2);
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}
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@ -1,8 +1,9 @@
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import 'package:flame/components.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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class NineTileBoxExample extends FlameGame with TapDetector, DoubleTapDetector {
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class NineTileBoxExample extends FlameGame
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with TapCallbacks, DoubleTapDetector {
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static const String description = '''
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If you want to create a background for something that can stretch you can
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use the `NineTileBox` which is showcased here.\n\n
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@ -27,7 +28,7 @@ class NineTileBoxExample extends FlameGame with TapDetector, DoubleTapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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nineTileBoxComponent.scale.scale(1.2);
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}
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@ -1,10 +1,10 @@
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import 'package:dashbook/dashbook.dart';
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import 'package:flame/components.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart';
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class OverlaysExample extends FlameGame with TapDetector {
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class OverlaysExample extends FlameGame with TapCallbacks {
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static const String description = '''
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In this example we show how the overlays system can be used.\n\n
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If you tap the canvas the game will start and if you tap it again it will
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@ -37,7 +37,11 @@ class OverlaysExample extends FlameGame with TapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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toggleMenu();
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}
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void toggleMenu() {
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if (overlays.isActive('PauseMenu')) {
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overlays.remove('PauseMenu');
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resumeEngine();
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@ -98,7 +102,7 @@ Widget overlayBuilder(DashbookContext ctx) {
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'PauseMenu': (context, game) => _pauseMenuBuilder(
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context,
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game,
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() => game.onTap(),
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() => game.toggleMenu(),
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),
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'SecondaryMenu': _secondaryMenuBuilder,
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},
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@ -1,8 +1,10 @@
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import 'package:flame/components.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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class PauseResumeExample extends FlameGame with TapDetector, DoubleTapDetector {
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class PauseResumeExample extends FlameGame
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with TapCallbacks, DoubleTapDetector {
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static const description = '''
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Demonstrate how to use the pause and resume engine methods and paused
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attribute.
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@ -36,7 +38,7 @@ class PauseResumeExample extends FlameGame with TapDetector, DoubleTapDetector {
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}
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@override
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void onTap() {
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void onTapDown(_) {
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if (paused) {
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resumeEngine();
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} else {
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||||
@ -1,10 +1,10 @@
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||||
import 'package:flame/components.dart';
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||||
import 'package:flame/events.dart';
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||||
import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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||||
import 'package:flutter/material.dart';
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||||
|
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class TimerComponentExample extends FlameGame
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with TapDetector, DoubleTapDetector {
|
||||
with TapCallbacks, DoubleTapDetector {
|
||||
static const String description = '''
|
||||
This examples showcases the `TimerComponent`.\n\n
|
||||
Tap to start a timer that lives for one second and double tap to start
|
||||
@ -15,7 +15,7 @@ class TimerComponentExample extends FlameGame
|
||||
RenderedTimeComponent? doubleTapComponent;
|
||||
|
||||
@override
|
||||
void onTap() {
|
||||
void onTapDown(_) {
|
||||
tapComponent?.removeFromParent();
|
||||
tapComponent = RenderedTimeComponent(1);
|
||||
add(tapComponent!);
|
||||
|
||||
@ -1,9 +1,9 @@
|
||||
import 'package:flame/events.dart';
|
||||
import 'package:flame/game.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flame/timer.dart';
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
class TimerExample extends FlameGame with TapDetector {
|
||||
class TimerExample extends FlameGame with TapCallbacks {
|
||||
static const String description = '''
|
||||
This example shows how to use the `Timer`.\n\n
|
||||
Tap down to start the countdown timer, it will then count to 5 and then stop
|
||||
|
||||
@ -1,10 +1,10 @@
|
||||
import 'package:dashbook/dashbook.dart';
|
||||
import 'package:flame/components.dart';
|
||||
import 'package:flame/events.dart';
|
||||
import 'package:flame/game.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
class CustomPainterExample extends FlameGame with TapDetector {
|
||||
class CustomPainterExample extends FlameGame with TapCallbacks {
|
||||
static const description = '''
|
||||
Example demonstration of how to use the CustomPainterComponent.
|
||||
|
||||
@ -19,7 +19,7 @@ class CustomPainterExample extends FlameGame with TapDetector {
|
||||
}
|
||||
|
||||
@override
|
||||
void onTap() {
|
||||
void onTapDown(_) {
|
||||
if (overlays.isActive('Smiley')) {
|
||||
overlays.remove('Smiley');
|
||||
} else {
|
||||
|
||||
@ -47,7 +47,6 @@ export 'src/gestures/detectors.dart'
|
||||
ScrollDetector,
|
||||
TertiaryTapDetector,
|
||||
SecondaryTapDetector,
|
||||
TapDetector,
|
||||
VerticalDragDetector;
|
||||
export 'src/gestures/events.dart'
|
||||
show
|
||||
|
||||
@ -10,6 +10,9 @@ import 'package:meta/meta.dart';
|
||||
/// In addition to adding this mixin, the component must also implement the
|
||||
/// [containsLocalPoint] method -- the component will only be considered
|
||||
/// "tapped" if the point where the tap has occurred is inside the component.
|
||||
///
|
||||
/// Note that FlameGame _is_ a [Component] and does implement
|
||||
/// [containsLocalPoint]; so this can be used at the game level.
|
||||
mixin TapCallbacks on Component {
|
||||
void onTapDown(TapDownEvent event) {}
|
||||
void onLongTapDown(TapDownEvent event) {}
|
||||
|
||||
@ -1,4 +1,5 @@
|
||||
import 'package:flame/events.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flame/src/game/game.dart';
|
||||
import 'package:flutter/gestures.dart';
|
||||
import 'package:flutter/widgets.dart';
|
||||
@ -48,12 +49,16 @@ class GestureDetectorBuilder {
|
||||
}
|
||||
|
||||
void initializeGestures(Game game) {
|
||||
// support for deprecated detectors
|
||||
// ignore: deprecated_member_use_from_same_package
|
||||
if (game is TapDetector ||
|
||||
game is SecondaryTapDetector ||
|
||||
game is TertiaryTapDetector) {
|
||||
add(
|
||||
TapGestureRecognizer.new,
|
||||
(TapGestureRecognizer instance) {
|
||||
// support for deprecated detectors
|
||||
// ignore: deprecated_member_use_from_same_package
|
||||
if (game is TapDetector) {
|
||||
instance.onTap = game.onTap;
|
||||
instance.onTapCancel = game.onTapCancel;
|
||||
|
||||
@ -2,7 +2,7 @@ import 'package:flame/src/game/game.dart';
|
||||
import 'package:flame/src/gestures/events.dart';
|
||||
import 'package:flutter/gestures.dart';
|
||||
|
||||
// Basic touch detectors
|
||||
@Deprecated('Use TapCallbacks instead')
|
||||
mixin TapDetector on Game {
|
||||
void onTap() {}
|
||||
void onTapCancel() {}
|
||||
|
||||
@ -5,6 +5,8 @@ import 'package:flame/input.dart';
|
||||
import 'package:flame_test/flame_test.dart';
|
||||
import 'package:flutter_test/flutter_test.dart';
|
||||
|
||||
// testing the deprecated TapDetector
|
||||
// ignore: deprecated_member_use_from_same_package
|
||||
class _TapGame extends FlameGame with TapDetector {
|
||||
bool tapRegistered = false;
|
||||
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
import 'package:flame/events.dart' hide PointerMoveEvent;
|
||||
import 'package:flame/game.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flame_test/flame_test.dart';
|
||||
import 'package:flutter/gestures.dart';
|
||||
import 'package:flutter_test/flutter_test.dart';
|
||||
@ -777,6 +778,8 @@ void main() {
|
||||
});
|
||||
}
|
||||
|
||||
// testing the deprecated TapDetector mixin
|
||||
// ignore: deprecated_member_use_from_same_package
|
||||
class _TapDetectorGame extends FlameGame with TapDetector {
|
||||
bool hasOnTapUp = false;
|
||||
bool hasOnTapDown = false;
|
||||
|
||||
@ -2,7 +2,6 @@ import 'package:flame/components.dart';
|
||||
import 'package:flame/events.dart';
|
||||
import 'package:flame/extensions.dart';
|
||||
import 'package:flame/game.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flame/palette.dart';
|
||||
import 'package:flame_audio/flame_audio.dart';
|
||||
import 'package:flutter/widgets.dart' hide Animation;
|
||||
@ -18,7 +17,7 @@ void main() {
|
||||
/// 2. Uses a custom AudioPool for extremely efficient audio loading and pooling
|
||||
/// for tapping elsewhere.
|
||||
/// 3. Uses the Bgm utility for background music.
|
||||
class AudioGame extends FlameGame with TapDetector {
|
||||
class AudioGame extends FlameGame with TapCallbacks {
|
||||
static final Paint black = BasicPalette.black.paint();
|
||||
static final Paint gray = const PaletteEntry(Color(0xFFCCCCCC)).paint();
|
||||
static final TextPaint text = TextPaint(
|
||||
@ -75,8 +74,8 @@ class AudioGame extends FlameGame with TapDetector {
|
||||
}
|
||||
|
||||
@override
|
||||
void onTapDown(TapDownInfo info) {
|
||||
if (button.containsPoint(info.eventPosition.widget)) {
|
||||
void onTapDown(TapDownEvent event) {
|
||||
if (button.containsPoint(event.canvasPosition)) {
|
||||
fireTwo();
|
||||
} else {
|
||||
fireOne();
|
||||
|
||||
@ -1,7 +1,6 @@
|
||||
import 'package:flame/components.dart';
|
||||
import 'package:flame/events.dart';
|
||||
import 'package:flame/game.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flame_fire_atlas/flame_fire_atlas.dart';
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
@ -12,7 +11,7 @@ void main() {
|
||||
runApp(GameWidget(game: game));
|
||||
}
|
||||
|
||||
class ExampleGame extends FlameGame with TapDetector {
|
||||
class ExampleGame extends FlameGame with TapCallbacks {
|
||||
late FireAtlas _atlas;
|
||||
|
||||
@override
|
||||
@ -53,7 +52,7 @@ class ExampleGame extends FlameGame with TapDetector {
|
||||
}
|
||||
|
||||
@override
|
||||
void onTapUp(TapUpInfo info) {
|
||||
void onTapUp(TapUpEvent event) {
|
||||
add(
|
||||
SpriteAnimationComponent(
|
||||
size: Vector2(100, 100),
|
||||
@ -61,7 +60,7 @@ class ExampleGame extends FlameGame with TapDetector {
|
||||
removeOnFinish: true,
|
||||
)
|
||||
..anchor = Anchor.center
|
||||
..position = info.eventPosition.widget,
|
||||
..position = event.canvasPosition,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -4,7 +4,6 @@ import 'package:flame/components.dart';
|
||||
import 'package:flame/events.dart';
|
||||
import 'package:flame/extensions.dart';
|
||||
import 'package:flame/game.dart';
|
||||
import 'package:flame/input.dart';
|
||||
import 'package:flame_network_assets/flame_network_assets.dart';
|
||||
import 'package:flutter/material.dart' hide Image;
|
||||
|
||||
@ -12,7 +11,7 @@ void main() {
|
||||
runApp(const GameWidget.controlled(gameFactory: MyGame.new));
|
||||
}
|
||||
|
||||
class MyGame extends FlameGame with TapDetector {
|
||||
class MyGame extends FlameGame with TapCallbacks {
|
||||
final networkImages = FlameNetworkImages();
|
||||
late Image playerSprite;
|
||||
|
||||
@ -24,7 +23,7 @@ class MyGame extends FlameGame with TapDetector {
|
||||
}
|
||||
|
||||
@override
|
||||
void onTapUp(TapUpInfo info) {
|
||||
void onTapUp(TapUpEvent event) {
|
||||
add(
|
||||
SpriteAnimationComponent.fromFrameData(
|
||||
playerSprite,
|
||||
@ -35,7 +34,7 @@ class MyGame extends FlameGame with TapDetector {
|
||||
),
|
||||
size: Vector2(100, 50),
|
||||
anchor: Anchor.center,
|
||||
position: info.eventPosition.widget,
|
||||
position: event.canvasPosition,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
@ -10,7 +10,7 @@ void main() async {
|
||||
runApp(const GameWidget.controlled(gameFactory: SpineExample.new));
|
||||
}
|
||||
|
||||
class SpineExample extends FlameGame with TapDetector {
|
||||
class SpineExample extends FlameGame with TapCallbacks {
|
||||
late final SpineComponent spineboy;
|
||||
|
||||
final states = [
|
||||
@ -46,7 +46,7 @@ class SpineExample extends FlameGame with TapDetector {
|
||||
}
|
||||
|
||||
@override
|
||||
void onTap() {
|
||||
void onTapDown(_) {
|
||||
_stateIndex = (_stateIndex + 1) % states.length;
|
||||
spineboy.animationState.setAnimationByName(0, states[_stateIndex], true);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user