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			74 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'dart:ui';
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| 
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| import 'package:flame/components.dart';
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| import 'package:flame/game.dart';
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| import 'package:flame/input.dart';
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| 
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| enum RobotState {
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|   idle,
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|   running,
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| }
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| 
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| class AnimationGroupExample extends FlameGame with TapDetector {
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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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|     
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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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| 
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|   late SpriteAnimationGroupComponent robot;
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| 
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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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| 
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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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| 
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|     add(robot);
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|   }
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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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| 
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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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| 
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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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| 
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|   @override
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|   Color backgroundColor() => const Color(0xFF222222);
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| }
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