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			208 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			208 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'dart:math';
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import 'dart:ui';
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import 'package:flutter/painting.dart';
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import '../svg.dart';
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import '../sprite.dart';
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import '../position.dart';
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import '../anchor.dart';
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import '../text_config.dart';
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/// This represents a Component for your game.
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///
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/// Components can be bullets flying on the screen, a spaceship or your player's fighter.
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/// Anything that either renders or updates can be added to the list on [BaseGame]. It will deal with calling those methods for you.
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/// Components also have other methods that can help you out if you want to overwrite them.
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abstract class Component {
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  /// This method is called periodically by the game engine to request that your component updates itself.
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  ///
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  /// The time [t] in seconds (with microseconds precision provided by Flutter) since the last update cycle.
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  /// This time can vary according to hardware capacity, so make sure to update your state considering this.
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  /// All components on [BaseGame] are always updated by the same amount. The time each one takes to update adds up to the next update cycle.
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  void update(double t);
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  /// Renders this component on the provided Canvas [c].
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  void render(Canvas c);
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  /// This is a hook called by [BaseGame] to let this component know that the screen (or flame draw area) has been update.
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  ///
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  /// It receives the new size.
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  /// You can use the [Resizable] mixin if you want an implementation of this hook that keeps track of the current size.
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  void resize(Size size) {}
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  /// Whether this component has been loaded yet. If not loaded, [BaseGame] will not try to render it.
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  ///
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  /// Sprite based components can use this to let [BaseGame] know not to try to render when the [Sprite] has not been loaded yet.
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  /// Note that for a more consistent experience, you can pre-load all your assets beforehand with Flame.images.loadAll.
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  bool loaded() => true;
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  /// Whether this should be destroyed or not.
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  ///
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  /// It will be called once per component per loop, and if it returns true, [BaseGame] will mark your component for deletion and remove it before the next loop.
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  bool destroy() => false;
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  /// Whether this component is HUD object or not.
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  ///
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  /// HUD objects ignore the [BaseGame.camera] when rendered (so their position coordinates are considered relative to the device screen).
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  bool isHud() => false;
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  /// Render priority of this component. This allows you to control the order in which your components are rendered.
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  ///
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  /// Components are always updated and rendered in the order defined by this number.
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  /// The smaller the priority, the sooner your component will be updated/rendered.
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  /// It can be any integer (negative, zero, or positive).
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  /// If two components share the same priority, they will probably be drawn in the order they were added.
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  int priority() => 0;
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  /// Called when the component has been added and preperad by the game instance.
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  ///
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  /// This can be used to make initializations on your component as, when this method is called,
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  /// things like resize (and other mixins) are already set and usable.
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  void onMount() {}
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}
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/// A [Component] implementation that represents a component that has a specific, possibly dynamic position on the screen.
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///
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/// It represents a rectangle of dimension ([width], [height]), on the position ([x], [y]), rotate around its center with angle [angle].
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/// It also uses the [anchor] property to properly position itself.
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abstract class PositionComponent extends Component {
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  double x = 0.0, y = 0.0, angle = 0.0;
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  double width = 0.0, height = 0.0;
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  Anchor anchor = Anchor.topLeft;
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  bool renderFlipX = false;
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  bool renderFlipY = false;
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  bool debugMode = false;
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  Color get debugColor => const Color(0xFFFF00FF);
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  Paint get _debugPaint => Paint()
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    ..color = debugColor
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    ..style = PaintingStyle.stroke;
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  TextConfig get debugTextConfig => TextConfig(color: debugColor, fontSize: 12);
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  Position toPosition() => Position(x, y);
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  void setByPosition(Position position) {
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    x = position.x;
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    y = position.y;
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  }
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  Position toSize() => Position(width, height);
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  void setBySize(Position size) {
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    width = size.x;
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    height = size.y;
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  }
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  Rect toRect() => Rect.fromLTWH(x - anchor.relativePosition.dx * width,
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      y - anchor.relativePosition.dy * height, width, height);
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  void setByRect(Rect rect) {
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    x = rect.left + anchor.relativePosition.dx * rect.width;
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    y = rect.top + anchor.relativePosition.dy * rect.height;
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    width = rect.width;
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    height = rect.height;
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  }
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  double angleBetween(PositionComponent c) {
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    return (atan2(c.x - x, y - c.y) - pi / 2) % (2 * pi);
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  }
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  double distance(PositionComponent c) {
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    return sqrt(pow(y - c.y, 2) + pow(x - c.x, 2));
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  }
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  void renderDebugMode(Canvas canvas) {
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    canvas.drawRect(Rect.fromLTWH(0.0, 0.0, width, height), _debugPaint);
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    debugTextConfig.render(
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        canvas,
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        "x: ${x.toStringAsFixed(2)} y:${y.toStringAsFixed(2)}",
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        Position(-50, -15));
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    final Rect rect = toRect();
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    final dx = rect.right;
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    final dy = rect.bottom;
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    debugTextConfig.render(
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        canvas,
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        "x:${dx.toStringAsFixed(2)} y:${dy.toStringAsFixed(2)}",
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        Position(width - 50, height));
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  }
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  void prepareCanvas(Canvas canvas) {
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    canvas.translate(x, y);
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    canvas.rotate(angle);
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    final double dx = -anchor.relativePosition.dx * width;
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    final double dy = -anchor.relativePosition.dy * height;
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    canvas.translate(dx, dy);
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    // Handle inverted rendering by moving center and flipping.
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    if (renderFlipX || renderFlipY) {
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      canvas.translate(width / 2, height / 2);
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      canvas.scale(renderFlipX ? -1.0 : 1.0, renderFlipY ? -1.0 : 1.0);
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      canvas.translate(-width / 2, -height / 2);
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    }
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    if (debugMode) {
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      renderDebugMode(canvas);
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    }
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  }
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}
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/// A [PositionComponent] that renders a single [Sprite] at the designated position, scaled to have the designated size and rotated to the designated angle.
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///
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/// This is the most commonly used child of [Component].
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class SpriteComponent extends PositionComponent {
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  Sprite sprite;
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  SpriteComponent();
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  SpriteComponent.square(double size, String imagePath)
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      : this.rectangle(size, size, imagePath);
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  SpriteComponent.rectangle(double width, double height, String imagePath)
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      : this.fromSprite(width, height, Sprite(imagePath));
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  SpriteComponent.fromSprite(double width, double height, this.sprite) {
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    this.width = width;
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    this.height = height;
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  }
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  @override
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  void render(Canvas canvas) {
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    prepareCanvas(canvas);
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    sprite.render(canvas, width: width, height: height);
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  }
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  @override
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  bool loaded() {
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    return sprite != null && sprite.loaded() && x != null && y != null;
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  }
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  @override
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  void update(double t) {}
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}
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class SvgComponent extends PositionComponent {
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  Svg svg;
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  SvgComponent.fromSvg(double width, double height, this.svg) {
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    this.width = width;
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    this.height = height;
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  }
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  @override
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  void render(Canvas canvas) {
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    prepareCanvas(canvas);
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    svg.render(canvas, width, height);
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  }
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  @override
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  bool loaded() {
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    return svg != null && svg.loaded() && x != null && y != null;
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  }
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  @override
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  void update(double t) {}
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}
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