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* `ShapeComponent` changes size, position and angle of underlying Shape * Added description to ShapeComponent * Fix test * Update packages/flame/lib/src/components/shape_component.dart Co-authored-by: Erick <erickzanardoo@gmail.com> * Add absoluteScale and absoluteAngle to PositionComponent * Refactor ShapeComponent * Should be scaled by total scale, not scaled size * Premature optimization for creation for objects in Polygon * Use path for default Polygon constructor * Do not sync component and hitbox shape * Fix analyze issue * Add example for flipping with collision detection * Don't use absoluteScale * Fix examples * Fix examples * Doesn't need super.render * Fix Circle dartdoc * Update changelog * Update names of vertices caches in Polygon * Update text docs * Revert "Update text docs" This reverts commit 73a68a465d76eb0eb50bb3753e57b2f4e3b5a7f4. * Fix examples * ShapeComponents docs * Move example games to the top * Fix dartdoc comment about polygon vertex relation * Fix order of polygon vertices in dartdoc * Fix anchor for PolygonComponent.fromPoints * Add test with ancestors * Update doc/components.md Co-authored-by: Pasha Stetsenko <stpasha@google.com> * Update doc/components.md Co-authored-by: Erick <erickzanardoo@gmail.com> * Rename example classes * Fix linting issues in examples * Don't use px * Use isTrue and isFalse * Update doc/components.md Co-authored-by: Erick <erickzanardoo@gmail.com> * Fixed comments on PR Co-authored-by: Erick <erickzanardoo@gmail.com> Co-authored-by: Pasha Stetsenko <stpasha@google.com>
79 lines
1.9 KiB
Dart
79 lines
1.9 KiB
Dart
import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/geometry.dart';
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import 'package:flame/input.dart';
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import 'package:flutter/material.dart' hide Image, Draggable;
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class CirclesExample extends FlameGame with HasCollidables, TapDetector {
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static const description = '''
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This example will create a circle every time you tap on the screen. It will
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have the initial velocity towards the center of the screen and if it touches
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another circle both of them will change color.
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''';
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@override
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Future<void> onLoad() async {
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super.onLoad();
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add(ScreenCollidable());
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}
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@override
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void onTapDown(TapDownInfo info) {
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add(MyCollidable(info.eventPosition.game));
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}
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}
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class MyCollidable extends PositionComponent
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with HasGameRef<CirclesExample>, HasHitboxes, Collidable {
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late Vector2 velocity;
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final _collisionColor = Colors.amber;
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final _defaultColor = Colors.cyan;
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bool _isWallHit = false;
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bool _isCollision = false;
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MyCollidable(Vector2 position)
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: super(
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position: position,
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size: Vector2.all(100),
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anchor: Anchor.center,
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) {
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addHitbox(HitboxCircle());
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}
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final center = gameRef.size / 2;
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velocity = (center - position)..scaleTo(150);
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}
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@override
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void update(double dt) {
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super.update(dt);
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if (_isWallHit) {
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removeFromParent();
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return;
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}
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debugColor = _isCollision ? _collisionColor : _defaultColor;
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position.add(velocity * dt);
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_isCollision = false;
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}
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@override
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void render(Canvas canvas) {
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renderHitboxes(canvas);
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}
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@override
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void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
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if (other is ScreenCollidable) {
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_isWallHit = true;
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return;
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}
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_isCollision = true;
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}
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}
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