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74 lines
1.6 KiB
Dart
74 lines
1.6 KiB
Dart
import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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enum RobotState {
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idle,
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running,
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}
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class AnimationGroupExample extends FlameGame with TapCallbacks {
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static const description = '''
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This example shows how to create a component that can be switched between
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different states to change the animation that is playing.\n\n
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Usage: Click/tap and hold the screen to change state and then let go to go
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back to the original animation.
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''';
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late SpriteAnimationGroupComponent<RobotState> robot;
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@override
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Future<void> onLoad() async {
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final running = await loadSpriteAnimation(
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'animations/robot.png',
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SpriteAnimationData.sequenced(
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amount: 8,
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stepTime: 0.2,
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textureSize: Vector2(16, 18),
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),
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);
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final idle = await loadSpriteAnimation(
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'animations/robot-idle.png',
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SpriteAnimationData.sequenced(
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amount: 4,
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stepTime: 0.4,
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textureSize: Vector2(16, 18),
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),
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);
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final robotSize = Vector2(64, 72);
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robot = SpriteAnimationGroupComponent<RobotState>(
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animations: {
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RobotState.running: running,
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RobotState.idle: idle,
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},
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current: RobotState.idle,
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position: size / 2 - robotSize / 2,
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size: robotSize,
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);
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add(robot);
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}
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@override
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void onTapDown(_) {
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robot.current = RobotState.running;
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}
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@override
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void onTapCancel(_) {
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robot.current = RobotState.idle;
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}
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@override
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void onTapUp(_) {
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robot.current = RobotState.idle;
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}
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@override
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Color backgroundColor() => const Color(0xFF222222);
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}
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