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feat: Add HasTimeScale mixin (#2431)
This PR adds a new mixin on Component. When attached to a component, it allows scaling the delta time of that component as well as all its children by a non-negative factor. The idea is to allows slowing down or speeding up the gameplay by change the scaling factor. Note: This approach works only for framerate independent game logic. Code in update() that is not dependent on delta time will remain unaffected by time scale.
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123
examples/lib/stories/components/time_scale_example.dart
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123
examples/lib/stories/components/time_scale_example.dart
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import 'dart:async';
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import 'dart:math';
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import 'package:flame/collisions.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/image_composition.dart';
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import 'package:flame/palette.dart';
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import 'package:flame/sprite.dart';
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import 'package:flutter/rendering.dart';
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class TimeScaleExample extends FlameGame
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with HasTimeScale, HasCollisionDetection {
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static const description =
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'This example shows how time scale can be used to control game speed.';
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final gameSpeedText = TextComponent(
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text: 'Time Scale: 1',
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textRenderer: TextPaint(
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style: TextStyle(
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color: BasicPalette.white.color,
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fontSize: 20.0,
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shadows: const [
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Shadow(offset: Offset(1, 1), blurRadius: 1),
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],
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),
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),
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anchor: Anchor.center,
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);
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@override
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Color backgroundColor() => const Color.fromARGB(255, 88, 114, 97);
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@override
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Future<void> onLoad() async {
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camera.viewport = FixedResolutionViewport(Vector2(640, 360));
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final spriteSheet = SpriteSheet(
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image: await images.load('animations/chopper.png'),
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srcSize: Vector2.all(48),
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);
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gameSpeedText.position = Vector2(size.x * 0.5, size.y * 0.8);
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await addAll([
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_Chopper(
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position: Vector2(size.x * 0.3, size.y * 0.45),
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size: Vector2.all(64),
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anchor: Anchor.center,
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angle: -pi / 2,
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animation: spriteSheet.createAnimation(row: 0, stepTime: 0.05),
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),
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_Chopper(
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position: Vector2(size.x * 0.6, size.y * 0.55),
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size: Vector2.all(64),
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anchor: Anchor.center,
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angle: pi / 2,
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animation: spriteSheet.createAnimation(row: 0, stepTime: 0.05),
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),
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gameSpeedText,
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]);
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return super.onLoad();
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}
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@override
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void update(double dt) {
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gameSpeedText.text = 'Time Scale : $timeScale';
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super.update(dt);
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}
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}
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class _Chopper extends SpriteAnimationComponent
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with HasGameRef<TimeScaleExample>, CollisionCallbacks {
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_Chopper({
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super.animation,
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super.position,
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super.size,
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super.angle,
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super.anchor,
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}) : _moveDirection = Vector2(0, 1)..rotate(angle ?? 0),
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_initialPosition = position?.clone() ?? Vector2.zero();
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final Vector2 _moveDirection;
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final _speed = 80.0;
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final Vector2 _initialPosition;
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late final _timer = TimerComponent(
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period: 2,
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onTick: _reset,
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autoStart: false,
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);
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@override
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Future<void> onLoad() async {
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await add(CircleHitbox());
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await add(_timer);
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return super.onLoad();
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}
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@override
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void updateTree(double dt) {
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position.setFrom(position + _moveDirection * _speed * dt);
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super.updateTree(dt);
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}
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@override
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void onCollisionStart(Set<Vector2> _, PositionComponent other) {
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if (other is _Chopper) {
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gameRef.timeScale = 0.25;
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}
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super.onCollisionStart(_, other);
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}
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@override
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void onCollisionEnd(PositionComponent other) {
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if (other is _Chopper) {
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gameRef.timeScale = 1.0;
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_timer.timer.start();
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}
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super.onCollisionEnd(other);
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}
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void _reset() {
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position.setFrom(_initialPosition);
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}
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}
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