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* 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>
53 lines
1.4 KiB
Dart
53 lines
1.4 KiB
Dart
import 'dart:math';
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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/sprite.dart';
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import 'package:flutter/material.dart';
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class MySpriteBatchComponent extends SpriteBatchComponent
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with HasGameRef<SpritebatchAutoLoadGame> {
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final spriteBatch = await gameRef.loadSpriteBatch('boom.png');
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this.spriteBatch = spriteBatch;
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spriteBatch.add(
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source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128),
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offset: Vector2.all(200),
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color: Colors.greenAccent,
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scale: 2,
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rotation: pi / 9.0,
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anchor: Vector2.all(64),
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);
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spriteBatch.addTransform(
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source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128),
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color: Colors.redAccent,
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);
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final size = gameRef.size;
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const num = 100;
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final r = Random();
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for (var i = 0; i < num; ++i) {
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final sx = r.nextInt(8) * 128.0;
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final sy = r.nextInt(8) * 128.0;
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final x = r.nextInt(size.x.toInt()).toDouble();
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final y = r.nextInt(size.y ~/ 2).toDouble() + size.y / 2.0;
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spriteBatch.add(
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source: Rect.fromLTWH(sx, sy, 128, 128),
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offset: Vector2(x - 64, y - 64),
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);
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}
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}
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}
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class SpritebatchAutoLoadGame extends FlameGame {
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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add(MySpriteBatchComponent());
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}
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}
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