Files
flame/examples/lib/stories/sprites/sprite_group_example.dart
Lukas Klingsbo 87b8a067f3 refactor!: Move CameraComponent and events out of experimental (#2505)
This moves the CameraComponent and the new event system out of experimental since this now is the recommended way of handling things.
2023-04-19 09:55:32 +02:00

62 lines
1.4 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/events.dart';
import 'package:flame/game.dart';
enum ButtonState { unpressed, pressed }
class SpriteGroupExample extends FlameGame {
static const String description = '''
In this example we show how a `SpriteGroupComponent` can be used to create
a button which displays different sprites depending on whether it is pressed
or not.
''';
@override
Future<void> onLoad() async {
add(
ButtonComponent()
..position = size / 2
..size = Vector2(200, 50)
..anchor = Anchor.center,
);
}
}
class ButtonComponent extends SpriteGroupComponent<ButtonState>
with HasGameRef<SpriteGroupExample>, TapCallbacks {
@override
Future<void> onLoad() async {
final pressedSprite = await gameRef.loadSprite(
'buttons.png',
srcPosition: Vector2(0, 20),
srcSize: Vector2(60, 20),
);
final unpressedSprite = await gameRef.loadSprite(
'buttons.png',
srcSize: Vector2(60, 20),
);
sprites = {
ButtonState.pressed: pressedSprite,
ButtonState.unpressed: unpressedSprite,
};
current = ButtonState.unpressed;
}
@override
void onTapDown(_) {
current = ButtonState.pressed;
}
@override
void onTapUp(_) {
current = ButtonState.unpressed;
}
@override
void onTapCancel(_) {
current = ButtonState.unpressed;
}
}