feat: Added NoiseEffectController (#1356)

This commit is contained in:
Pasha Stetsenko
2022-02-06 04:43:12 -08:00
committed by GitHub
parent 9f096053fd
commit fad9d1d54f
5 changed files with 142 additions and 0 deletions

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@ -62,6 +62,7 @@ There are multiple effect controllers provided by the Flame framework as well:
- [`SequenceEffectController`](#sequenceeffectcontroller)
- [`SpeedEffectController`](#speedeffectcontroller)
- [`DelayedEffectController`](#delayedeffectcontroller)
- [`NoiseEffectController`](#noiseffectcontroller)
- [`RandomEffectController`](#randomeffectcontroller)
- [`SineEffectController`](#sineeffectcontroller)
- [`ZigzagEffectController`](#zigzageffectcontroller)
@ -506,6 +507,16 @@ final ec = DelayedEffectController(LinearEffectController(1), delay: 5);
```
### `NoiseEffectController`
This effect controller exhibits noisy behavior, i.e. it oscillates randomly around zero. Such effect
controller can be used to implement a variety of shake effects.
```dart
final ec = NoiseEffectController(duration: 0.6, frequency: 10);
```
### `RandomEffectController`
This controller wraps another controller and makes its duration random. The actual value for the

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@ -14,6 +14,8 @@ class MoveEffectExample extends FlameGame {
The middle green square has a combination of two movement effects: a
`MoveEffect.to` and a `MoveEffect.by` which forces it to periodically jump.
The purple square executes a sequence of shake effects.
At the bottom there are 60 more components which demonstrate movement along
an arbitrary path using `MoveEffect.along`.
''';
@ -31,7 +33,9 @@ class MoveEffectExample extends FlameGame {
..style = PaintingStyle.stroke
..strokeWidth = 5.0
..color = Colors.greenAccent;
final paint3 = Paint()..color = const Color(0xffb372dc);
// Red square, moving back and forth
add(
RectangleComponent.square(
position: Vector2(20, 50),
@ -49,6 +53,8 @@ class MoveEffectExample extends FlameGame {
),
),
);
// Green square, moving and jumping
add(
RectangleComponent.square(
position: Vector2(20, 150),
@ -80,6 +86,29 @@ class MoveEffectExample extends FlameGame {
),
);
add(
RectangleComponent.square(
size: 15,
position: Vector2(40, 240),
paint: paint3,
)..add(
SequenceEffect(
[
MoveEffect.by(
Vector2(5, 0),
NoiseEffectController(duration: 1, frequency: 20),
),
MoveEffect.by(Vector2.zero(), LinearEffectController(2)),
MoveEffect.by(
Vector2(0, 10),
NoiseEffectController(duration: 1, frequency: 10),
),
],
infinite: true,
),
),
);
final path1 = Path()..moveTo(200, 250);
for (var i = 1; i <= 5; i++) {
final x = 200 + 100 * sin(i * tau * 2 / 5);

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@ -6,6 +6,7 @@ export 'src/effects/controllers/duration_effect_controller.dart';
export 'src/effects/controllers/effect_controller.dart';
export 'src/effects/controllers/infinite_effect_controller.dart';
export 'src/effects/controllers/linear_effect_controller.dart';
export 'src/effects/controllers/noise_effect_controller.dart';
export 'src/effects/controllers/pause_effect_controller.dart';
export 'src/effects/controllers/random_effect_controller.dart';
export 'src/effects/controllers/repeated_effect_controller.dart';

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@ -0,0 +1,42 @@
import 'dart:math';
import 'package:flutter/animation.dart' show Curve, Curves;
import 'package:vector_math/vector_math_64.dart';
import 'duration_effect_controller.dart';
/// Effect controller that oscillates around 0 following a noise curve.
///
/// The [frequency] parameter controls smoothness/jerkiness of the oscillations.
/// It is roughly proportional to the total number of swings for the duration
/// of the effect.
///
/// The [taperingCurve] describes how the effect fades out over time. The
/// curve that you supply will be flipped along the X axis, so that the effect
/// starts at full force, and gradually reduces to zero towards the end.
///
/// This effect controller can be used to implement various shake effects. For
/// example, putting into a `MoveEffect.by` will create a shake motion, where
/// the magnitude and the direction of shaking is controlled by the effect's
/// `offset`.
class NoiseEffectController extends DurationEffectController {
NoiseEffectController({
required double duration,
required this.frequency,
this.taperingCurve = Curves.easeInOutCubic,
Random? random,
}) : assert(duration > 0, 'duration must be positive'),
assert(frequency > 0, 'frequency parameter must be positive'),
noise = SimplexNoise(random),
super(duration);
final double frequency;
final Curve taperingCurve;
final SimplexNoise noise;
@override
double get progress {
final x = timer / duration;
final amplitude = taperingCurve.transform(1 - x);
return noise.noise2D(x * frequency, 0) * amplitude;
}
}

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@ -0,0 +1,59 @@
import 'dart:math';
import 'package:flame/effects.dart';
import 'package:flame_test/flame_test.dart';
import 'package:flutter/animation.dart';
import 'package:test/test.dart';
void main() {
group('NoiseEffectController', () {
test('general properties', () {
final ec = NoiseEffectController(duration: 1, frequency: 12);
expect(ec.duration, 1.0);
expect(ec.frequency, 12.0);
expect(ec.taperingCurve, Curves.easeInOutCubic);
expect(ec.started, true);
expect(ec.completed, false);
expect(ec.progress, 0);
expect(ec.isRandom, false);
});
test('progression', () {
final random = Random(567890);
final ec = NoiseEffectController(
duration: 1,
frequency: 3,
random: random,
);
final observed = <double>[];
for (var t = 0.0; t < 1.0; t += 0.1) {
observed.add(ec.progress);
ec.advance(0.1);
}
expect(observed, [
0.0,
-0.4852269950897251,
0.7905631204866628,
0.25384428741054194,
0.06718741964100555,
0.08011164287850409,
-0.008746065536907871,
-0.07181264736289301,
-0.014005001721806985,
0.00985567863632108,
-0.000015661267181374608,
]);
});
test('errors', () {
expect(
() => NoiseEffectController(duration: 0, frequency: 1),
failsAssert('duration must be positive'),
);
expect(
() => NoiseEffectController(duration: 1, frequency: 0),
failsAssert('frequency parameter must be positive'),
);
});
});
}