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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>
60 lines
1.5 KiB
Dart
60 lines
1.5 KiB
Dart
import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/input.dart';
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import 'package:flame_forge2d/forge2d_game.dart';
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import 'package:flame_forge2d/sprite_body_component.dart';
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import 'package:forge2d/forge2d.dart';
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import 'boundaries.dart';
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class Pizza extends SpriteBodyComponent {
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final Vector2 _position;
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Pizza(this._position, Image image) : super(Sprite(image), Vector2(10, 15));
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@override
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Body createBody() {
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final shape = PolygonShape();
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final vertices = [
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Vector2(-size.x / 2, -size.y / 2),
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Vector2(size.x / 2, -size.y / 2),
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Vector2(0, size.y / 2),
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];
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shape.set(vertices);
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final fixtureDef = FixtureDef(shape)
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..userData = this // To be able to determine object in collision
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..restitution = 0.3
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..density = 1.0
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..friction = 0.2;
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final bodyDef = BodyDef()
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..position = _position
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..angle = (_position.x + _position.y) / 2 * 3.14
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..type = BodyType.dynamic;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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}
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class SpriteBodySample extends Forge2DGame with TapDetector {
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late Image _pizzaImage;
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SpriteBodySample() : super(gravity: Vector2(0, -10.0));
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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_pizzaImage = await images.load('pizza.png');
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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 position = details.eventPosition.game;
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add(Pizza(position, _pizzaImage));
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}
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}
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