import 'dart:math'; import 'package:flame/components.dart'; import 'package:flame/game.dart'; import 'package:flame/sprite.dart'; import 'package:flutter/material.dart'; class SpriteBatchLoadExample extends FlameGame { static const String description = ''' In this example we do the same thing as in the normal sprite batch example, but in this example the logic and loading is moved into a component that extends `SpriteBatchComponent`. '''; @override Future onLoad() async { add(MySpriteBatchComponent()); } } class MySpriteBatchComponent extends SpriteBatchComponent with HasGameReference { MySpriteBatchComponent() : super( blendMode: BlendMode.srcOver, ); @override Future onLoad() async { final spriteBatch = await game.loadSpriteBatch('boom.png'); this.spriteBatch = spriteBatch; spriteBatch.add( source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128), offset: Vector2.all(200), color: Colors.greenAccent, scale: 2, rotation: pi / 9.0, anchor: Vector2.all(64), ); spriteBatch.addTransform( source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128), color: Colors.redAccent, ); final size = game.size; const num = 100; final r = Random(); for (var i = 0; i < num; ++i) { final sx = r.nextInt(8) * 128.0; final sy = r.nextInt(8) * 128.0; final x = r.nextInt(size.x.toInt()).toDouble(); final y = r.nextInt(size.y ~/ 2).toDouble() + size.y / 2.0; spriteBatch.add( source: Rect.fromLTWH(sx, sy, 128, 128), offset: Vector2(x - 64, y - 64), ); } } }