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* Add widget example with forge2d * Widgets with forge2d * Add changelog * Revert ball change * Set body in setState * Make widget out of static method * Screen position as variable
69 lines
1.7 KiB
Dart
69 lines
1.7 KiB
Dart
import 'dart:math';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flame_forge2d/body_component.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flame_forge2d/forge2d_game.dart';
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import 'package:forge2d/forge2d.dart';
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import 'balls.dart';
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import 'boundaries.dart';
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class CircleShuffler extends BodyComponent {
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final Ball ball;
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CircleShuffler(this.ball);
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@override
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Body createBody() {
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final bodyDef = BodyDef()
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..type = BodyType.dynamic
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..position = ball.body.position.clone();
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const numPieces = 5;
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const radius = 6.0;
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final body = world.createBody(bodyDef);
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for (var i = 0; i < numPieces; i++) {
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final xPos = radius * cos(2 * pi * (i / numPieces));
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final yPos = radius * sin(2 * pi * (i / numPieces));
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final shape = CircleShape()
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..radius = 1.2
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..position.setValues(xPos, yPos);
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final fixtureDef = FixtureDef(shape)
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..density = 50.0
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..friction = .1
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..restitution = .9;
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body.createFixture(fixtureDef);
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}
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final revoluteJointDef = RevoluteJointDef()
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..initialize(body, ball.body, body.position);
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world.createJoint(revoluteJointDef);
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return body;
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}
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}
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class JointSample extends Forge2DGame with TapDetector {
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JointSample() : super(gravity: Vector2(0, -10.0));
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@override
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Future<void> onLoad() async {
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super.onLoad();
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addAll(createBoundaries(this));
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}
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@override
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void onTapDown(TapDownInfo details) {
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super.onTapDown(details);
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final ball = Ball(details.eventPosition.game);
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add(ball);
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add(CircleShuffler(ball));
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}
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}
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