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			598 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			598 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'dart:async';
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| import 'dart:math';
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| import 'dart:ui';
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| 
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| import 'package:flame/animation.dart';
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| import 'package:flame/components/component.dart';
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| import 'package:flame/particles/circle_particle.dart';
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| import 'package:flame/particles/composed_particle.dart';
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| import 'package:flame/particles/curved_particle.dart';
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| import 'package:flame/particles/moving_particle.dart';
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| import 'package:flame/particles/sprite_particle.dart';
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| import 'package:flame/particles/translated_particle.dart';
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| import 'package:flame/particles/computed_particle.dart';
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| import 'package:flame/particles/image_particle.dart';
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| import 'package:flame/particles/rotating_particle.dart';
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| import 'package:flame/particles/accelerated_particle.dart';
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| import 'package:flame/particles/paint_particle.dart';
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| import 'package:flame/particles/animation_particle.dart';
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| import 'package:flame/particles/component_particle.dart';
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| import 'package:flame/flame.dart';
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| import 'package:flame/game.dart';
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| import 'package:flame/time.dart' as flame_time;
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| import 'package:flame/particle.dart';
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| import 'package:flame/position.dart';
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| import 'package:flame/sprite.dart';
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| import 'package:flame/spritesheet.dart';
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| import 'package:flame/text_config.dart';
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| import 'package:flutter/material.dart' hide Animation, Image;
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| 
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| void main() async => runApp((await loadGame()).widget);
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| 
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| class MyGame extends BaseGame {
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|   /// Defines dimensions of the sample
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|   /// grid to be displayed on the screen,
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|   /// 5x5 in this particular case
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|   static const gridSize = 5;
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|   static const steps = 5;
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| 
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|   /// Miscellaneous values used
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|   /// by examples below
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|   final Random rnd = Random();
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|   final StepTween steppedTween = StepTween(begin: 0, end: 5);
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|   final trafficLight = TrafficLightComponent();
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|   final TextConfig fpsTextConfig = TextConfig(
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|     color: const Color(0xFFFFFFFF),
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|   );
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| 
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|   /// Defines the lifespan of all the particles in these examples
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|   final sceneDuration = const Duration(seconds: 1);
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| 
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|   Offset cellSize;
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|   Offset halfCellSize;
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| 
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|   MyGame({
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|     Size screenSize,
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|   }) {
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|     size = screenSize;
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|     cellSize = Offset(size.width / gridSize, size.height / gridSize);
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|     halfCellSize = cellSize * .5;
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| 
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|     // Spawn new particles every second
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|     Timer.periodic(sceneDuration, (_) => spawnParticles());
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|   }
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| 
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|   /// Showcases various different uses of [Particle]
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|   /// and its derivatives
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|   void spawnParticles() {
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|     // Contains sample particles, in order by complexity
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|     // and amount of used features. Jump to source for more explanation on each
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|     final particles = <Particle>[
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|       circle(),
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|       smallWhiteCircle(),
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|       movingParticle(),
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|       randomMovingParticle(),
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|       alignedMovingParticles(),
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|       easedMovingParticle(),
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|       intervalMovingParticle(),
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|       computedParticle(),
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|       chainingBehaviors(),
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|       steppedComputedParticle(),
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|       reuseParticles(),
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|       imageParticle(),
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|       reuseImageParticle(),
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|       rotatingImage(),
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|       acceleratedParticles(),
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|       paintParticle(),
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|       spriteParticle(),
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|       animationParticle(),
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|       fireworkParticle(),
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|       componentParticle(),
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|     ];
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| 
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|     // Place all the [Particle] instances
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|     // defined above in a grid on the screen
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|     // as per defined grid parameters
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|     do {
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|       final particle = particles.removeLast();
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|       final col = particles.length % gridSize;
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|       final row = particles.length ~/ gridSize;
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|       final cellCenter =
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|           cellSize.scale(col.toDouble(), row.toDouble()) + (cellSize * .5);
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| 
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|       add(
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|         // Bind all the particles to a [Component] update
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|         // lifecycle from the [BaseGame].
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|         TranslatedParticle(
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|           lifespan: 1,
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|           offset: cellCenter,
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|           child: particle,
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|         ).asComponent(),
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|       );
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|     } while (particles.isNotEmpty);
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|   }
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| 
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|   /// Simple static circle, doesn't move or
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|   /// change any of its attributes
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|   Particle circle() {
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|     return CircleParticle(
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|       paint: Paint()..color = Colors.white10,
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|     );
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|   }
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| 
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|   /// This one will is a bit smaller,
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|   /// and a bit less transparent
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|   Particle smallWhiteCircle() {
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|     return CircleParticle(
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|       radius: 5.0,
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|       paint: Paint()..color = Colors.white,
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|     );
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|   }
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| 
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|   /// Particle which is moving from
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|   /// one predefined position to another one
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|   Particle movingParticle() {
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|     return MovingParticle(
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|       // This parameter is optional, will
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|       // default to [Offset.zero]
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|       from: const Offset(-20, -20),
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|       to: const Offset(20, 20),
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|       child: CircleParticle(paint: Paint()..color = Colors.amber),
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|     );
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|   }
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| 
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|   /// [Particle] which is moving to a random direction
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|   /// within each cell each time created
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|   Particle randomMovingParticle() {
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|     return MovingParticle(
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|       to: randomCellOffset(),
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|       child: CircleParticle(
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|         radius: 5 + rnd.nextDouble() * 5,
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|         paint: Paint()..color = Colors.red,
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|       ),
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|     );
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|   }
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| 
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|   /// Generates 5 particles, each moving
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|   /// symmetrically within grid cell
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|   Particle alignedMovingParticles() {
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|     return Particle.generate(
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|       count: 5,
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|       generator: (i) {
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|         final currentColumn = (cellSize.dx / 5) * i - halfCellSize.dx;
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|         return MovingParticle(
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|           from: Offset(currentColumn, -halfCellSize.dy),
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|           to: Offset(currentColumn, halfCellSize.dy),
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|           child: CircleParticle(
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|             radius: 2.0,
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|             paint: Paint()..color = Colors.blue,
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|           ),
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|         );
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|       },
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|     );
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|   }
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| 
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|   /// Burst of 5 particles each moving
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|   /// to a random direction within the cell
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|   Particle randomMovingParticles() {
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|     return Particle.generate(
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|       count: 5,
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|       generator: (i) => MovingParticle(
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|         to: randomCellOffset() * .5,
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|         child: CircleParticle(
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|           radius: 5 + rnd.nextDouble() * 5,
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|           paint: Paint()..color = Colors.deepOrange,
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|         ),
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|       ),
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|     );
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|   }
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| 
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|   /// Same example as above, but
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|   /// with easing, utilising [CurvedParticle] extension
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|   Particle easedMovingParticle() {
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|     return Particle.generate(
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|       count: 5,
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|       generator: (i) => MovingParticle(
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|         curve: Curves.easeOutQuad,
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|         to: randomCellOffset() * .5,
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|         child: CircleParticle(
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|           radius: 5 + rnd.nextDouble() * 5,
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|           paint: Paint()..color = Colors.deepPurple,
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|         ),
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|       ),
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|     );
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|   }
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| 
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|   /// Same example as above, but using awesome [Inverval]
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|   /// curve, which "schedules" transition to happen between
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|   /// certain values of progress. In this example, circles will
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|   /// move from their initial to their final position
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|   /// when progress is changing from 0.2 to 0.6 respectively.
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|   Particle intervalMovingParticle() {
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|     return Particle.generate(
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|       count: 5,
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|       generator: (i) => MovingParticle(
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|         curve: const Interval(.2, .6, curve: Curves.easeInOutCubic),
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|         to: randomCellOffset() * .5,
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|         child: CircleParticle(
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|           radius: 5 + rnd.nextDouble() * 5,
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|           paint: Paint()..color = Colors.greenAccent,
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|         ),
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|       ),
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|     );
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|   }
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| 
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|   /// A [ComputedParticle] completely delegates all the rendering
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|   /// to an external function, hence It's very flexible, as you can implement
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|   /// any currently missing behavior with it.
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|   /// Also, it allows to optimize complex behaviors by avoiding nesting too
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|   /// many [Particle] together and having all the computations in place.
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|   Particle computedParticle() {
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|     return ComputedParticle(
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|       renderer: (canvas, particle) => canvas.drawCircle(
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|         Offset.zero,
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|         particle.progress * halfCellSize.dx,
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|         Paint()
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|           ..color = Color.lerp(
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|             Colors.red,
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|             Colors.blue,
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|             particle.progress,
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|           ),
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|       ),
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|     );
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|   }
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| 
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|   /// Using [ComputedParticle] to use custom tweening
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|   /// In reality, you would like to keep as much of renderer state
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|   /// defined outside and reused between each call
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|   Particle steppedComputedParticle() {
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|     return ComputedParticle(
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|       lifespan: 2,
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|       renderer: (canvas, particle) {
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|         const steps = 5;
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|         final steppedProgress =
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|             steppedTween.transform(particle.progress) / steps;
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| 
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|         canvas.drawCircle(
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|           Offset.zero,
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|           (1 - steppedProgress) * halfCellSize.dx,
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|           Paint()
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|             ..color = Color.lerp(
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|               Colors.red,
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|               Colors.blue,
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|               steppedProgress,
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|             ),
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|         );
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|       },
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|     );
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|   }
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| 
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|   /// Particle which is used in example below
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|   Particle reusablePatricle;
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| 
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|   /// A burst of white circles which actually using a single circle
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|   /// as a form of optimization. Look for reusing parts of particle effects
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|   /// whenever possible, as there are limits which are relatively easy to reach.
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|   Particle reuseParticles() {
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|     reusablePatricle ??= circle();
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| 
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|     return Particle.generate(
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|       count: 10,
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|       generator: (i) => MovingParticle(
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|         curve: Interval(rnd.nextDouble() * .1, rnd.nextDouble() * .8 + .1),
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|         to: randomCellOffset() * .5,
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|         child: reusablePatricle,
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|       ),
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|     );
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|   }
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| 
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|   /// Simple static image particle which doesn't do much.
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|   /// Images are great examples of where assets should
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|   /// be reused across particles. See example below for more details.
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|   Particle imageParticle() {
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|     return ImageParticle(
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|       size: const Size.square(24),
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|       image: Flame.images.loadedFiles['zap.png'],
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|     );
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|   }
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| 
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|   /// Particle which is used in example below
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|   Particle reusableImageParticle;
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| 
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|   /// A single [imageParticle] is drawn 9 times
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|   /// in a grid within grid cell. Looks as 9 particles
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|   /// to user, saves us 8 particle objects.
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|   Particle reuseImageParticle() {
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|     const count = 9;
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|     const perLine = 3;
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|     const imageSize = 24.0;
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|     final colWidth = cellSize.dx / perLine;
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|     final rowHeight = cellSize.dy / perLine;
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| 
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|     reusableImageParticle ??= imageParticle();
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| 
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|     return Particle.generate(
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|       count: count,
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|       generator: (i) => TranslatedParticle(
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|           offset: Offset(
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|             (i % perLine) * colWidth - halfCellSize.dx + imageSize,
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|             (i ~/ perLine) * rowHeight - halfCellSize.dy + imageSize,
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|           ),
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|           child: reusableImageParticle),
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|     );
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|   }
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| 
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|   /// [RotatingParticle] is a simple container which rotates
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|   /// a child particle passed to it.
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|   /// As you can see, we're reusing [imageParticle] from example above.
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|   /// Such a composability is one of the main implementation features.
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|   Particle rotatingImage({double initialAngle = 0}) {
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|     return RotatingParticle(from: initialAngle, child: imageParticle());
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|   }
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| 
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|   /// [AcceleratedParticle] is a very basic acceleration physics container,
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|   /// which could help implementing such behaviors as gravity, or adding
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|   /// some non-linearity to something like [MovingParticle]
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|   Particle acceleratedParticles() {
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|     return Particle.generate(
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|       count: 10,
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|       generator: (i) => AcceleratedParticle(
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|         speed:
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|             Offset(rnd.nextDouble() * 600 - 300, -rnd.nextDouble() * 600) * .2,
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|         acceleration: const Offset(0, 200),
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|         child: rotatingImage(initialAngle: rnd.nextDouble() * pi),
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|       ),
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|     );
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|   }
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| 
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|   /// [PaintParticle] allows to perform basic composite operations
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|   /// by specifying custom [Paint].
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|   /// Be aware that it's very easy to get *really* bad performance
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|   /// misusing composites.
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|   Particle paintParticle() {
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|     final List<Color> colors = [
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|       const Color(0xffff0000),
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|       const Color(0xff00ff00),
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|       const Color(0xff0000ff),
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|     ];
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|     final List<Offset> positions = [
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|       const Offset(-10, 10),
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|       const Offset(10, 10),
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|       const Offset(0, -14),
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|     ];
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| 
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|     return Particle.generate(
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|       count: 3,
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|       generator: (i) => PaintParticle(
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|         paint: Paint()..blendMode = BlendMode.difference,
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|         child: MovingParticle(
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|           curve: SineCurve(),
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|           from: positions[i],
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|           to: i == 0 ? positions.last : positions[i - 1],
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|           child: CircleParticle(
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|             radius: 20.0,
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|             paint: Paint()..color = colors[i],
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|           ),
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|         ),
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|       ),
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|     );
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|   }
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| 
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|   /// [SpriteParticle] allows easily embed
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|   /// Flame's [Sprite] into the effect.
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|   Particle spriteParticle() {
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|     return SpriteParticle(
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|       sprite: Sprite('zap.png'),
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|       size: Position.fromOffset(cellSize * .5),
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|     );
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|   }
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| 
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|   /// An [AnimationParticle] takes a Flame [Animation]
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|   /// and plays it during the particle lifespan.
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|   Particle animationParticle() {
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|     return AnimationParticle(
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|       animation: getBoomAnimation(),
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|       size: Position(128, 128),
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|     );
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|   }
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| 
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|   /// [ComponentParticle] proxies particle lifecycle hooks
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|   /// to its child [Component]. In example below, [Component] is
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|   /// reused between particle effects and has internal behavior
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|   /// which is independent from the parent [Particle].
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|   Particle componentParticle() {
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|     return MovingParticle(
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|       from: -halfCellSize * .2,
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|       to: halfCellSize * .2,
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|       curve: SineCurve(),
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|       child: ComponentParticle(component: trafficLight),
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|     );
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|   }
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| 
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|   /// Not very realistic firework, yet it highlights
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|   /// use of [ComputedParticle] within other particles,
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|   /// mixing predefined and fully custom behavior.
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|   Particle fireworkParticle() {
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|     // A pallete to paint over the "sky"
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|     final List<Paint> paints = [
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|       Colors.amber,
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|       Colors.amberAccent,
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|       Colors.red,
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|       Colors.redAccent,
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|       Colors.yellow,
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|       Colors.yellowAccent,
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|       // Adds a nice "lense" tint
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|       // to overall effect
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|       Colors.blue,
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|     ].map<Paint>((color) => Paint()..color = color).toList();
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| 
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|     return Particle.generate(
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|       count: 10,
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|       generator: (i) {
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|         final initialSpeed = randomCellOffset();
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|         final deceleration = initialSpeed * -1;
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|         const gravity = const Offset(0, 40);
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| 
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|         return AcceleratedParticle(
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|           speed: initialSpeed,
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|           acceleration: deceleration + gravity,
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|           child: ComputedParticle(renderer: (canvas, particle) {
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|             final paint = randomElement(paints);
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|             // Override the color to dynamically update opacity
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|             paint.color = paint.color.withOpacity(1 - particle.progress);
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| 
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|             canvas.drawCircle(
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|               Offset.zero,
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|               // Closer to the end of lifespan particles
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|               // will turn into larger glaring circles
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|               rnd.nextDouble() * particle.progress > .6
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|                   ? rnd.nextDouble() * (50 * particle.progress)
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|                   : 2 + (3 * particle.progress),
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|               paint,
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|             );
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|           }),
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|         );
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|       },
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|     );
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|   }
 | |
| 
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|   /// [Particle] base class exposes a number
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|   /// of convenience wrappers to make positioning.
 | |
|   ///
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|   /// Just remember that the less chaining and nesting - the
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|   /// better for performance!
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|   Particle chainingBehaviors() {
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|     final paint = Paint()..color = randomMaterialColor();
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|     final rect = ComputedParticle(
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|       renderer: (canvas, _) => canvas.drawRect(
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|         Rect.fromCenter(center: Offset.zero, width: 10, height: 10),
 | |
|         paint,
 | |
|       ),
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|     );
 | |
| 
 | |
|     return ComposedParticle(children: <Particle>[
 | |
|       rect
 | |
|           .rotating(to: pi / 2)
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|           .moving(to: -cellSize)
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|           .scaled(2)
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|           .accelerated(acceleration: halfCellSize * 5)
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|           .translated(halfCellSize),
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|       rect
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|           .rotating(to: -pi)
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|           .moving(to: cellSize.scale(1, -1))
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|           .scaled(2)
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|           .translated(halfCellSize.scale(-1, 1))
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|           .accelerated(acceleration: halfCellSize.scale(-5, 5))
 | |
|     ]);
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|   }
 | |
| 
 | |
|   @override
 | |
|   bool debugMode() => true;
 | |
| 
 | |
|   @override
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|   void render(Canvas canvas) {
 | |
|     super.render(canvas);
 | |
| 
 | |
|     if (debugMode()) {
 | |
|       fpsTextConfig.render(canvas, '${fps(120).toStringAsFixed(2)}fps',
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|           Position(0, size.height - 24));
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|     }
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|   }
 | |
| 
 | |
|   /// Returns random [Offset] within a virtual
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|   /// grid cell
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|   Offset randomCellOffset() {
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|     return cellSize.scale(rnd.nextDouble(), rnd.nextDouble()) - halfCellSize;
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|   }
 | |
| 
 | |
|   /// Returns random [Color] from primary swatches
 | |
|   /// of material palette
 | |
|   Color randomMaterialColor() {
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|     return Colors.primaries[rnd.nextInt(Colors.primaries.length)];
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|   }
 | |
| 
 | |
|   /// Returns a random element from a given list
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|   T randomElement<T>(List<T> list) {
 | |
|     return list[rnd.nextInt(list.length)];
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|   }
 | |
| 
 | |
|   /// Sample "explosion" animation for [AnimationParticle] example
 | |
|   Animation getBoomAnimation() {
 | |
|     const columns = 8;
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|     const rows = 8;
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|     const frames = columns * rows;
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|     const imagePath = 'boom3.png';
 | |
|     final spriteImage = Flame.images.loadedFiles[imagePath];
 | |
|     final spritesheet = SpriteSheet(
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|       rows: rows,
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|       columns: columns,
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|       imageName: imagePath,
 | |
|       textureWidth: spriteImage.width ~/ columns,
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|       textureHeight: spriteImage.height ~/ rows,
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|     );
 | |
|     final sprites = List<Sprite>.generate(
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|       frames,
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|       (i) => spritesheet.getSprite(i ~/ rows, i % columns),
 | |
|     );
 | |
| 
 | |
|     return Animation.spriteList(sprites);
 | |
|   }
 | |
| }
 | |
| 
 | |
| Future<BaseGame> loadGame() async {
 | |
|   Size gameSize;
 | |
|   WidgetsFlutterBinding.ensureInitialized();
 | |
| 
 | |
|   await Future.wait([
 | |
|     Flame.util.initialDimensions().then((size) => gameSize = size),
 | |
|     Flame.images.loadAll(const [
 | |
|       'zap.png',
 | |
| 
 | |
|       /// Credits to Stumpy Strust from
 | |
|       /// https://opengameart.org/content/explosion-sheet
 | |
|       'boom3.png',
 | |
|     ]),
 | |
|   ]);
 | |
| 
 | |
|   return MyGame(screenSize: gameSize);
 | |
| }
 | |
| 
 | |
| /// A curve which maps sinus output (-1..1,0..pi)
 | |
| /// to an oscillating (0..1..0,0..1), essentially "ease-in-out and back"
 | |
| class SineCurve extends Curve {
 | |
|   @override
 | |
|   double transformInternal(double t) {
 | |
|     return (sin(pi * (t * 2 - 1 / 2)) + 1) / 2;
 | |
|   }
 | |
| }
 | |
| 
 | |
| /// Sample for [ComponentParticle], changes its colors
 | |
| /// each 2s of registered lifetime.
 | |
| class TrafficLightComponent extends Component {
 | |
|   final Rect rect = Rect.fromCenter(center: Offset.zero, height: 32, width: 32);
 | |
|   final flame_time.Timer colorChangeTimer = flame_time.Timer(2, repeat: true);
 | |
|   final colors = <Color>[
 | |
|     Colors.green,
 | |
|     Colors.orange,
 | |
|     Colors.red,
 | |
|   ];
 | |
| 
 | |
|   TrafficLightComponent() {
 | |
|     colorChangeTimer.start();
 | |
|   }
 | |
| 
 | |
|   @override
 | |
|   void render(Canvas c) {
 | |
|     c.drawRect(rect, Paint()..color = currentColor);
 | |
|   }
 | |
| 
 | |
|   @override
 | |
|   void update(double dt) {
 | |
|     colorChangeTimer.update(dt);
 | |
|   }
 | |
| 
 | |
|   Color get currentColor {
 | |
|     return colors[(colorChangeTimer.progress * colors.length).toInt()];
 | |
|   }
 | |
| }
 | 
