import 'dart:async'; import 'dart:ui'; import 'package:flutter/src/painting/images.dart'; import '../flame.dart'; import 'component.dart'; class ParallaxRenderer { String filename; Future future; Image image; double scroll = 0.0; ParallaxRenderer(this.filename) { this.future = _load(); } Future _load() { return Flame.images.load(filename).then((image) { this.image = image; }); } bool loaded() => image != null; void render(Canvas canvas, Rect rect) { if (image == null) { return; } var imageHeight = image.height / window.devicePixelRatio; var imageWidth = (rect.height / imageHeight) * (image.width / window.devicePixelRatio); var count = rect.width / imageWidth; Rect fullRect = new Rect.fromLTWH( -scroll * imageWidth, rect.top, (count + 1) * imageWidth, rect.height); paintImage( canvas: canvas, image: image, rect: fullRect, repeat: ImageRepeat.repeatX); } } class ParallaxComponent extends PositionComponent { final BASE_SPEED = 30; final LAYER_DELTA = 40; List _layers = new List(); Size _size; bool _loaded = false; ParallaxComponent(this._size); /** * Loads the images defined by this list of filenames. All images * are positioned at its scroll center. * * @param filenames Image filenames */ void load(List filenames) { var futures = filenames.fold(new List(), (List result, filename) { var layer = new ParallaxRenderer(filename); _layers.add(layer); result.add(layer.future); return result; }); Future.wait(futures).then((r) { _loaded = true; }); } void updateScroll(int layerIndex, scroll) { _layers[layerIndex].scroll = scroll; } @override bool loaded() { return _loaded; } @override void render(Canvas canvas) { if (!this.loaded()) { return; } canvas.save(); prepareCanvas(canvas); _drawLayers(canvas); canvas.restore(); } void _drawLayers(Canvas canvas) { Rect rect = new Rect.fromPoints( new Offset(0.0, 0.0), new Offset(_size.width, _size.height)); _layers.forEach((layer) { layer.render(canvas, rect); }); } @override void update(double delta) { if (!this.loaded()) { return; } for (var i = 0; i < _layers.length; i++) { var scroll = _layers[i].scroll; scroll += (BASE_SPEED + i * LAYER_DELTA) * delta / _size.width; if (scroll > 1) { scroll = scroll % 1; } _layers[i].scroll = scroll; } } }