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add more doc
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@ -5,6 +5,7 @@
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- Check if chidren are loaded before rendering on ComposedComponent (thanks @wenxiangjiang)
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- Amend type for width and height properties on Animation.sequenced (thanks @wenxiangjiang)
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- Fixing Tapable position checking
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- Support line feed when create animation from a single image source
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## 0.18.1
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- Expose stepTime paramter from the Animation class to the animation component
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BIN
doc/examples/animations/assets/images/creture.png
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doc/examples/animations/assets/images/creture.png
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After Width: | Height: | Size: 92 KiB |
@ -6,6 +6,7 @@ import 'package:flame/components/animation_component.dart';
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import 'package:flutter/material.dart';
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void main() async {
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WidgetsFlutterBinding.ensureInitialized();
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final Size size = await Flame.util.initialDimensions();
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final game = MyGame(size);
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runApp(game.widget);
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@ -21,10 +22,11 @@ class MyGame extends BaseGame {
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textureWidth: 48, textureHeight: 48, stepTime: 0.15);
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void addAnimation() {
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final animationComponent =
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AnimationComponent(100, 100, animation, destroyOnFinish: true);
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animationComponent.x = size.width / 2 - 50;
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animationComponent.y = 200;
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final animationComponent = AnimationComponent.sequenced(291, 178, 'creture.png', 18,
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amountPerRow: 10, textureWidth: 291, textureHeight: 178, stepTime: 0.15,
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loop: false, destroyOnFinish: true);
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animationComponent.x = (size.width - 291) / 2;
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animationComponent.y = 250;
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add(animationComponent);
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}
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@ -19,3 +19,4 @@ dev_dependencies:
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flutter:
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assets:
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- assets/images/chopper.png
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- assets/images/creture.png
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@ -55,7 +55,9 @@ class Animation {
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///
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/// From a single image source, it creates multiple sprites based on the parameters:
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/// [amount]: how many sprites this animation is composed of
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/// [amountPerRow]: how many sprites per row
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/// [amountPerRow]: If the sprites used to create a animation are not on the same row,
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/// you can use this parameter to specify how many sprites per row.
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/// For detailed, please refer to example at "/doc/examples/animations".
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/// [textureX]: x position on the original image to start (defaults to 0)
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/// [textureY]: y position on the original image to start (defaults to 0)
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/// [textureWidth]: width of each frame (defaults to null, that is, full width of the sprite sheet)
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