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https://github.com/flame-engine/flame.git
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fix: particles example, more performant sample of PaintParticle
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@ -12,6 +12,8 @@ import 'package:flame/components/particles/accelerated_particle.dart';
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import 'package:flame/components/particles/paint_particle.dart';
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import 'package:flame/flame.dart';
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import 'package:flame/game.dart';
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import 'package:flame/position.dart';
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import 'package:flame/text_config.dart';
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import 'package:flutter/material.dart';
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void main() async {
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@ -34,12 +36,17 @@ class MyGame extends BaseGame {
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static const gridSize = 5;
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static const steps = 5;
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/// Miscellaneous values used
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/// by examples below
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final Random rnd = Random();
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final StepTween steppedTween = StepTween(begin: 0, end: 5);
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final TextConfig fpsTextConfig = const TextConfig(
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color: const Color(0xFFFFFFFF),
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);
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Offset cellSize;
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Offset halfCellSize;
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Random rnd = Random();
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StepTween steppedTween = StepTween(begin: 0, end: 5);
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MyGame(Size screenSize) {
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size = screenSize;
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cellSize = Offset(size.width / gridSize, size.height / gridSize);
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@ -339,23 +346,56 @@ class MyGame extends BaseGame {
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}
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/// [PaintParticle] allows to perform basic composite operations
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/// by specifying custom [Paint]. Be aware that it's very easy to
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/// get bad performance misusing composites.
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/// by specifying custom [Paint].
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/// Be aware that it's very easy to get *really* bad performance
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/// misusing composites.
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Particle paintParticle() {
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final List<Color> colors = [
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const Color(0xffff0000),
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const Color(0xff00ff00),
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const Color(0xff0000ff),
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];
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final List<Offset> positions = [
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const Offset(-10, 10),
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const Offset(10, 10),
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const Offset(0, -14),
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];
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return Particle.generate(
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count: 10,
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generator: (i) => AcceleratedParticle(
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speed:
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Offset(rnd.nextDouble() * 600 - 300, -rnd.nextDouble() * 600) * .4,
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acceleration: const Offset(0, 600),
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child: PaintParticle(
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paint: Paint()..blendMode = BlendMode.difference,
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count: 3,
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generator: (i) => PaintParticle(
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paint: Paint()..blendMode = BlendMode.difference,
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child: MovingParticle(
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curve: SineCurve(),
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from: positions[i],
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to: i == 0 ? positions.last : positions[i - 1],
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child: CircleParticle(
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radius: 12.0,
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paint: Paint()..color = randomMaterialColor(),
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radius: 20.0,
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paint: Paint()..color = colors[i],
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),
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),
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),
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);
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}
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@override
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bool debugMode() => true;
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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if (debugMode()) {
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fpsTextConfig.render(canvas, '${fps(120).toStringAsFixed(2)}fps',
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Position(0, size.height - 24));
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}
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}
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}
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/// A curve which maps sinus output (-1..1,0..pi)
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/// to an oscillating (0..1..0,0..1), essentially "ease-in-out and back"
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class SineCurve extends Curve {
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@override
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double transformInternal(double t) {
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return (sin(pi * (t * 2 - 1 / 2)) + 1) / 2;
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}
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}
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