Files
Lukas Klingsbo a1b6ffa04a Game as a Component (#906)
* Game as a component

* Fix component stories

* Effects are now components

* Update effects docs

* Handle swap of parent

* Fix reAddChildren

* Wait for children to be added

* BaseComponent and PositionComponent to be non-abstract

* Simplify HasGameRef

* Revert so that onLoad can be null

* Fix example description

* Effects as components

* Remove gameRef from addChildren

* Fix hasGameRef

* Start migrating effects

* Updated comments of effect fields

* Fix comments

* Continue to fix sequence and combined effects

* Upgrade ordered_set

* Fix position_component_test

* BaseComponent -> Component

* Fix combined and sequence effects

* Await components to be added in tests

* Remove unnecessary game.update in tests

* Fix some tests related to composition

* BaseGame should be used in examples

* Fix CombinedEffect test

* Keyboard code to be based on Component

* Fix keyboard tests

* Fix analyze problems

* Fix sequence_effect

* Fix combined_effect_test

* Store peak state instead of end state

* Fix sequence_effect tests

* Update tutorial

* Fix tutorial 1

* Remove SimplePositionComponentEffect

* Remove unused test variable

* Update docs

* Removed onMount

* Remove onMount

* Add missing dartdoc

* Fix dart docs

* Add super.update where needed

* Move reAddChildren to component

* Reorganize method order in game widget

* preOffset -> initialDelay, postOffset -> peakDelay

* Introduce component.onParentChange

* Remove tests in wrong file

* Fix composed component test

* Add game lifecycle test

* Use BaseGame for mouse cursor test

* Oxygen should (?) not call super.update

* Use BaseGame in keyboard_test

* Fix onLoad to be properly cached

* Re-add unintentionally removed override

* Fix info for collision detection tests

* Add test for correct lifecycle on parent change

* Fix particles example

* Add component lifecycle diagram to the docs

* Add docs for the game lifecycle

* onRemove should be called when a game is removed from the widget

* Fix analyze errors

* prepare should be called from the component itself, not its parent

* Fix dartdoc

* onParentChange -> onMount

* onMount should have void as return type

* Simplify the loaderFuture in GameWidget

* Fix mock_canvas

* Fix rebase problem

* Remove asComponent

* Less complex _loaderFuture

* Add super.update to no_fcs parallax example

* Fix async tests

* Revert _loaderFuture

* Fix analyze issues

* await gameWithCollidables

* Keep epsilon small where it can be

* tappable methods should return bool

* Game lifecycle is now the same as for Component

* Remove mustCallSuper from component.update

* Make onLoadCache protected

* @internal on onLoadCache

* Cache/Memoize debugPaint and debugTextPaint

* Fix imports

* Fix comments

* Always call super.onLoad so that mixins can override it

* Add forgotten super.onLoad

* Bump coverage percentage

* HasCollidables should override update

* Fix Game comments

* Fix some dartdoc

* Apply suggestions from code review

Co-authored-by: Erick <erickzanardoo@gmail.com>

* Game + Loadable as mixins

* Update packages/flame/lib/src/game/game_widget/game_widget.dart

Co-authored-by: Luan Nico <luanpotter27@gmail.com>

* Update loadable docs

* Fix comments

* Move fps_counter

* Fix keyboard example

* Fix dartdoc

* Remove tutorials temporarily

* Fix game lowlevel graph

* Fix resize issue

Co-authored-by: Erick <erickzanardoo@gmail.com>
Co-authored-by: Luan Nico <luanpotter27@gmail.com>
2021-09-15 00:17:49 +02:00

79 lines
1.6 KiB
Dart

import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/game.dart';
class LogoCompomnent extends SpriteComponent with HasGameRef<DebugGame> {
static const int speed = 150;
int xDirection = 1;
int yDirection = 1;
LogoCompomnent(Sprite sprite) : super(sprite: sprite, size: sprite.srcSize);
@override
void update(double dt) {
super.update(dt);
x += xDirection * speed * dt;
final rect = toRect();
if ((x <= 0 && xDirection == -1) ||
(rect.right >= gameRef.size.x && xDirection == 1)) {
xDirection = xDirection * -1;
}
y += yDirection * speed * dt;
if ((y <= 0 && yDirection == -1) ||
(rect.bottom >= gameRef.size.y && yDirection == 1)) {
yDirection = yDirection * -1;
}
}
}
class DebugGame extends FlameGame with FPSCounter {
static final fpsTextPaint = TextPaint(
config: const TextPaintConfig(
color: Color(0xFFFFFFFF),
),
);
@override
bool debugMode = true;
@override
Future<void> onLoad() async {
await super.onLoad();
final flameLogo = await loadSprite('flame.png');
final flame1 = LogoCompomnent(flameLogo);
flame1.x = 100;
flame1.y = 400;
final flame2 = LogoCompomnent(flameLogo);
flame2.x = 100;
flame2.y = 400;
flame2.yDirection = -1;
final flame3 = LogoCompomnent(flameLogo);
flame3.x = 100;
flame3.y = 400;
flame3.xDirection = -1;
add(flame1);
add(flame2);
add(flame3);
}
@override
void render(Canvas canvas) {
super.render(canvas);
if (debugMode) {
fpsTextPaint.render(canvas, fps(120).toString(), Vector2(0, 50));
}
}
}