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The Parallax already supported filter quality, but the loader methods were missing parameters for it to be passed to the loaded instances, making it impossible (unless manually loading) to set a filter quality in a parallax. By setting a filter quality to none (which on flutter means that the next neighbour algorithm will be user) on pixel art sprites we can keep the crisp look that that style of art demands.
36 lines
1004 B
Dart
36 lines
1004 B
Dart
import 'dart:ui';
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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/parallax.dart';
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class ComponentParallaxExample extends FlameGame {
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static const String description = '''
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Shows how to do initiation and loading of assets from within an extended
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`ParallaxComponent`,
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''';
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@override
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Future<void> onLoad() async {
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add(MyParallaxComponent());
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}
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}
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class MyParallaxComponent extends ParallaxComponent<ComponentParallaxExample> {
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@override
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Future<void> onLoad() async {
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parallax = await gameRef.loadParallax(
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[
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ParallaxImageData('parallax/bg.png'),
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ParallaxImageData('parallax/mountain-far.png'),
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ParallaxImageData('parallax/mountains.png'),
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ParallaxImageData('parallax/trees.png'),
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ParallaxImageData('parallax/foreground-trees.png'),
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],
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baseVelocity: Vector2(20, 0),
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velocityMultiplierDelta: Vector2(1.8, 1.0),
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filterQuality: FilterQuality.none,
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);
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}
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}
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