Files
flame/examples/lib/stories/components/time_scale_example.dart
Luan Nico 1b0bee726b fix: Update version of lints to comply with new pub requirements (#3223)
Update version of lints to comply with new pub requirements.
2024-07-16 15:49:47 +02:00

134 lines
3.2 KiB
Dart

import 'dart:async';
import 'dart:math';
import 'package:flame/collisions.dart';
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/image_composition.dart';
import 'package:flame/palette.dart';
import 'package:flame/sprite.dart';
import 'package:flutter/rendering.dart';
class TimeScaleExample extends FlameGame
with HasTimeScale, HasCollisionDetection {
static const description =
'This example shows how time scale can be used to control game speed.';
TimeScaleExample()
: super(
camera: CameraComponent.withFixedResolution(
width: 640,
height: 360,
),
);
final gameSpeedText = TextComponent(
text: 'Time Scale: 1',
textRenderer: TextPaint(
style: TextStyle(
color: BasicPalette.white.color,
fontSize: 20.0,
shadows: const [
Shadow(offset: Offset(1, 1), blurRadius: 1),
],
),
),
anchor: Anchor.center,
);
@override
Color backgroundColor() => const Color.fromARGB(255, 88, 114, 97);
@override
Future<void> onLoad() async {
final spriteSheet = SpriteSheet(
image: await images.load('animations/chopper.png'),
srcSize: Vector2.all(48),
);
gameSpeedText.position = Vector2(size.x * 0.5, size.y * 0.8);
await world.addAll([
_Chopper(
position: Vector2(-100, -10),
size: Vector2.all(64),
anchor: Anchor.center,
angle: -pi / 2,
animation: spriteSheet.createAnimation(row: 0, stepTime: 0.05),
),
_Chopper(
position: Vector2(100, 10),
size: Vector2.all(64),
anchor: Anchor.center,
angle: pi / 2,
animation: spriteSheet.createAnimation(row: 0, stepTime: 0.05),
),
gameSpeedText,
]);
return super.onLoad();
}
@override
void update(double dt) {
gameSpeedText.text = 'Time Scale : $timeScale';
super.update(dt);
}
}
class _Chopper extends SpriteAnimationComponent
with HasGameReference<TimeScaleExample>, CollisionCallbacks {
_Chopper({
super.animation,
super.position,
super.size,
super.angle,
super.anchor,
}) : _moveDirection = Vector2(0, 1)..rotate(angle ?? 0),
_initialPosition = position?.clone() ?? Vector2.zero();
final Vector2 _moveDirection;
final _speed = 80.0;
final Vector2 _initialPosition;
late final _timer = TimerComponent(
period: 2,
onTick: _reset,
autoStart: false,
);
@override
Future<void> onLoad() async {
await add(CircleHitbox());
await add(_timer);
return super.onLoad();
}
@override
void updateTree(double dt) {
position.setFrom(position + _moveDirection * _speed * dt);
super.updateTree(dt);
}
@override
void onCollisionStart(
Set<Vector2> intersectionPoints,
PositionComponent other,
) {
if (other is _Chopper) {
game.timeScale = 0.25;
}
super.onCollisionStart(intersectionPoints, other);
}
@override
void onCollisionEnd(PositionComponent other) {
if (other is _Chopper) {
game.timeScale = 1.0;
_timer.timer.start();
}
super.onCollisionEnd(other);
}
void _reset() {
position.setFrom(_initialPosition);
}
}