6 Commits

Author SHA1 Message Date
eca7e41972 fix: Klondike tutorial to use built-in world and camera (#2813)
Firstly, (re Issue #2799) Flame 1.9.x broke the Klondike Tutorial, which was not set up to use the new built-in world and camera. So I modified the KlondikeGame's onLoad() code to use the built-in world and camera and no longer create its own World and CameraComponent. I also updated the step2.md documentation file, which instructs new users of Flame on how to use the world and the camera, how to set up a game-oriented co-ordinate system and how to fit it into the device screen.

Secondly, (re Issue #2798) Klondike was not adhering to the design stated in the Tutorial, that all 52 Card objects would be owned by the KlondikeGame. During the shuffle and deal sequence it was using removeLast() on the List\<Card\>cards, where the cards are kept, the result being that only 24 of the 52 cards were left in the list after the deal. I have fixed the bug and updated the Tutorial documentation (step4) which discusses how the deal is coded.

This bug does not affect the gameplay as it stands, but it does block the way to future features at the game level, such as an option to re-deal or a win-animation where all cards fly off the screen.
2023-10-15 21:08:32 +00:00
9887892493 chore: Update to Flutter 3.13 (#2656)
Updates the pipeline to use Flutter 3.13 and does all the analyze fixes.
2023-08-18 20:13:17 +02:00
87b8a067f3 refactor!: Move CameraComponent and events out of experimental (#2505)
This moves the CameraComponent and the new event system out of experimental since this now is the recommended way of handling things.
2023-04-19 09:55:32 +02:00
b5bdf4ec17 feat!: The HasTappableComponents mixin is no longer needed (#2450)
This PR is the second in a series of refactors that aim to simplify event handling in Flame. The approach is as follows:

    Added the MultiTapDispatcher component, which contains the logic that used to be within the HasTappableComponents mixin. This component is internal; it mounts to a FlameGame directly, and ensures that it is a singleton.
    Whenever any TapCallbacks component is added to a game, it automatically adds the MultiTapDispatcher component (unless there is already one), which in turn registers a tap gesture detector with GestureDetectorBuilder and rebuilds the game widget.

The end result is that now in order to make a component tappable you only need to add the TapCallbacks mixin to that component, everything else will be handled by the framework.

Consequently, the HasTappableComponents mixin is now empty and marked as deprecated.
2023-04-02 16:52:57 +00:00
3faf114994 feat!: HasDraggableComponents mixin is no longer needed (#2312)
This PR is first in a series of refactors that aim to simplify event handling in Flame. The approach is as follows:

    Added class GestureDetectorBuilder, which encapsulates the logic of applyGestureDetectors() in a class. This class resides within the Game and initiates widget rebuild whenever any new gesture detectors are added or removed. Note: 

    [idea] Convert HasTappableComponents/HasDraggableComponents into classes #1733 suggests having a list of interfaces inside the Game class -- this is essentially that list, encapsulated in a class.
    Added the MultiDragDispatcher component, which contains the logic that used to be within the HasDraggableComponents mixin. This component is internal; it mounts to a FlameGame directly, and ensures that it is a singleton.
    Whenever any DragCallbacks component is added to a game, it automatically adds the MultiDragDispatcher component (unless there is already one), which in turn registers a drag gesture detector with GestureDetectorBuilder and rebuilds the game widget.

The end result is that now in order to make a component draggable you only need to add the DragCallbacks mixin to that component, everything else will be handled by the framework.

Consequently, the HasDraggableComponents mixin is now empty and marked as deprecated.
2023-02-05 13:09:58 +00:00
02d0b71b23 docs: Klondike tutorial, part 4 (#1740)
This PR adds step 4 for the Klondike tutorial: "Gameplay".
2022-06-27 20:31:23 +00:00