Files
flame/examples/lib/stories/collision_detection/multiple_shapes_example.dart
Luan Nico 06f5a4b4a8 chore: Update cicd.yml file on flame_3d to match main, rollback color changes (#3378)
Update cicd.yml file on flame_3d to match main.

Since we finally updated main, we should require no difference
whatsoever on this file anymore.

This will require downgrading all the color changes, which is fine. This
should never have been a part of flame_3d to begin with.

Files were "untouched" by checking out the exact version as they are in
main right now (will need to rebase flame_3d to main later). I had to
add a couple more files because the files on main had dependencies on
changes that are not yet rebased on flame_3d. These extra diffs should
disappear when I do the final rebase.
2024-12-11 14:26:29 -05:00

300 lines
7.9 KiB
Dart

import 'dart:math';
import 'package:flame/collisions.dart';
import 'package:flame/components.dart';
import 'package:flame/events.dart';
import 'package:flame/extensions.dart';
import 'package:flame/game.dart';
import 'package:flame/palette.dart';
import 'package:flutter/material.dart' hide Image, Draggable;
enum Shapes { circle, rectangle, polygon }
class MultipleShapesExample extends FlameGame with HasCollisionDetection {
static const description = '''
An example with many hitboxes that move around on the screen and during
collisions they change color depending on what it is that they have collided
with.
The snowman, the component built with three circles on top of each other,
works a little bit differently than the other components to show that you
can have multiple hitboxes within one component.
On this example, you can "throw" the components by dragging them quickly in
any direction.
''';
MultipleShapesExample()
: super(
world: MultiShapesWorld(),
camera: CameraComponent()..viewfinder.anchor = Anchor.topLeft,
);
}
class MultiShapesWorld extends World with HasGameReference {
@override
Future<void> onLoad() async {
add(FpsTextComponent(position: Vector2(0, game.size.y - 24)));
final screenHitbox = ScreenHitbox();
final snowman = CollidableSnowman(
Vector2.all(150),
Vector2(120, 250),
Vector2(-100, 100),
screenHitbox,
);
MyCollidable lastToAdd = snowman;
add(screenHitbox);
add(snowman);
var totalAdded = 1;
while (totalAdded < 1000) {
lastToAdd = nextRandomCollidable(lastToAdd, screenHitbox);
final lastBottomRight = lastToAdd.toAbsoluteRect().bottomRight;
if (lastBottomRight.dx < game.size.x &&
lastBottomRight.dy < game.size.y) {
add(lastToAdd);
totalAdded++;
} else {
break;
}
}
}
final _rng = Random();
final _distance = Vector2(100, 0);
MyCollidable nextRandomCollidable(
MyCollidable lastCollidable,
ScreenHitbox screenHitbox,
) {
final collidableSize = Vector2.all(50) + Vector2.random(_rng) * 100;
final isXOverflow = lastCollidable.position.x +
lastCollidable.size.x / 2 +
_distance.x +
collidableSize.x >
game.size.x;
var position = _distance + Vector2(0, lastCollidable.position.y + 200);
if (!isXOverflow) {
position = (lastCollidable.position + _distance)
..x += collidableSize.x / 2;
}
final velocity = (Vector2.random(_rng) - Vector2.random(_rng)) * 400;
return randomCollidable(
position,
collidableSize,
velocity,
screenHitbox,
random: _rng,
);
}
}
abstract class MyCollidable extends PositionComponent
with DragCallbacks, CollisionCallbacks, GestureHitboxes {
double rotationSpeed = 0.0;
final Vector2 velocity;
final delta = Vector2.zero();
double angleDelta = 0;
final Color _defaultColor = Colors.blue.withOpacity(0.8);
final Color _collisionColor = Colors.green.withOpacity(0.8);
late final Paint _dragIndicatorPaint;
final ScreenHitbox screenHitbox;
ShapeHitbox? hitbox;
MyCollidable(
Vector2 position,
Vector2 size,
this.velocity,
this.screenHitbox,
) : super(position: position, size: size, anchor: Anchor.center) {
_dragIndicatorPaint = BasicPalette.white.paint();
}
@override
void onMount() {
hitbox?.paint.color = _defaultColor;
super.onMount();
}
@override
void update(double dt) {
super.update(dt);
if (isDragged) {
return;
}
delta.setFrom(velocity * dt);
position.add(delta);
angleDelta = dt * rotationSpeed;
angle = (angle + angleDelta) % (2 * pi);
// Takes rotation into consideration (which topLeftPosition doesn't)
final topLeft = absoluteCenter - (scaledSize / 2);
if (topLeft.x + scaledSize.x < 0 ||
topLeft.y + scaledSize.y < 0 ||
topLeft.x > screenHitbox.scaledSize.x ||
topLeft.y > screenHitbox.scaledSize.y) {
final moduloSize = screenHitbox.scaledSize + scaledSize;
topLeftPosition = topLeftPosition % moduloSize;
}
}
@override
void render(Canvas canvas) {
if (isDragged) {
final localCenter = scaledSize.toOffset() / 2;
canvas.drawCircle(localCenter, 5, _dragIndicatorPaint);
}
}
@override
void onCollisionStart(
Set<Vector2> intersectionPoints,
PositionComponent other,
) {
super.onCollisionStart(intersectionPoints, other);
hitbox?.paint.color = _collisionColor;
}
@override
void onCollisionEnd(PositionComponent other) {
super.onCollisionEnd(other);
if (!isColliding) {
hitbox?.paint.color = _defaultColor;
}
}
@override
void onDragEnd(DragEndEvent event) {
super.onDragEnd(event);
velocity.setFrom(event.velocity / 10);
}
}
class CollidablePolygon extends MyCollidable {
CollidablePolygon(
Vector2 position,
Vector2 size,
Vector2 velocity,
ScreenHitbox screenHitbox,
) : super(position, size, velocity, screenHitbox) {
hitbox = PolygonHitbox.relative(
[
Vector2(-1.0, 0.0),
Vector2(-0.8, 0.6),
Vector2(0.0, 1.0),
Vector2(0.6, 0.9),
Vector2(1.0, 0.0),
Vector2(0.6, -0.8),
Vector2(0, -1.0),
Vector2(-0.8, -0.8),
],
parentSize: size,
)..renderShape = true;
add(hitbox!);
}
}
class CollidableRectangle extends MyCollidable {
CollidableRectangle(
super.position,
super.size,
super.velocity,
super.screenHitbox,
) {
hitbox = RectangleHitbox()..renderShape = true;
add(hitbox!);
}
}
class CollidableCircle extends MyCollidable {
CollidableCircle(
super.position,
super.size,
super.velocity,
super.screenHitbox,
) {
hitbox = CircleHitbox()..renderShape = true;
add(hitbox!);
}
}
class SnowmanPart extends CircleHitbox {
@override
final renderShape = true;
final startColor = Colors.white.withOpacity(0.8);
final Color hitColor;
SnowmanPart(double radius, Vector2 position, this.hitColor)
: super(radius: radius, position: position, anchor: Anchor.center) {
paint.color = startColor;
}
@override
void onCollisionStart(Set<Vector2> intersectionPoints, ShapeHitbox other) {
super.onCollisionStart(intersectionPoints, other);
if (other.hitboxParent is ScreenHitbox) {
paint.color = startColor;
} else {
paint.color = hitColor.withOpacity(0.8);
}
}
@override
void onCollisionEnd(ShapeHitbox other) {
super.onCollisionEnd(other);
if (!isColliding) {
paint.color = startColor;
}
}
}
class CollidableSnowman extends MyCollidable {
CollidableSnowman(
Vector2 position,
Vector2 size,
Vector2 velocity,
ScreenHitbox screenHitbox,
) : super(position, size, velocity, screenHitbox) {
rotationSpeed = 0.3;
anchor = Anchor.topLeft;
final top = SnowmanPart(
size.x * 0.3,
Vector2(size.x / 2, size.y * 0.15),
Colors.red,
);
final middle = SnowmanPart(
size.x * 0.4,
Vector2(size.x / 2, size.y * 0.4),
Colors.yellow,
);
final bottom = SnowmanPart(
size.x / 2,
Vector2(size.x / 2, size.y - size.y / 4),
Colors.green,
);
add(bottom);
add(middle);
add(top);
}
}
MyCollidable randomCollidable(
Vector2 position,
Vector2 size,
Vector2 velocity,
ScreenHitbox screenHitbox, {
Random? random,
}) {
final rng = random ?? Random();
final rotationSpeed = 0.5 - rng.nextDouble();
final shapeType = Shapes.values[rng.nextInt(Shapes.values.length)];
return switch (shapeType) {
Shapes.circle => CollidableCircle(position, size, velocity, screenHitbox)
..rotationSpeed = rotationSpeed,
Shapes.rectangle =>
CollidableRectangle(position, size, velocity, screenHitbox)
..rotationSpeed = rotationSpeed,
Shapes.polygon => CollidablePolygon(position, size, velocity, screenHitbox)
..rotationSpeed = rotationSpeed,
};
}