Files
flame/lib/components/component.dart
2020-04-02 20:17:19 -03:00

213 lines
7.2 KiB
Dart

import 'dart:math';
import 'dart:ui';
import 'package:flutter/painting.dart';
import '../svg.dart';
import '../sprite.dart';
import '../position.dart';
import '../anchor.dart';
import '../text_config.dart';
/// This represents a Component for your game.
///
/// Components can be bullets flying on the screen, a spaceship or your player's fighter.
/// Anything that either renders or updates can be added to the list on [BaseGame]. It will deal with calling those methods for you.
/// Components also have other methods that can help you out if you want to overwrite them.
abstract class Component {
/// This method is called periodically by the game engine to request that your component updates itself.
///
/// The time [t] in seconds (with microseconds precision provided by Flutter) since the last update cycle.
/// This time can vary according to hardware capacity, so make sure to update your state considering this.
/// All components on [BaseGame] are always updated by the same amount. The time each one takes to update adds up to the next update cycle.
void update(double t);
/// Renders this component on the provided Canvas [c].
void render(Canvas c);
/// This is a hook called by [BaseGame] to let this component know that the screen (or flame draw area) has been update.
///
/// It receives the new size.
/// You can use the [Resizable] mixin if you want an implementation of this hook that keeps track of the current size.
void resize(Size size) {}
/// Whether this component has been loaded yet. If not loaded, [BaseGame] will not try to render it.
///
/// Sprite based components can use this to let [BaseGame] know not to try to render when the [Sprite] has not been loaded yet.
/// Note that for a more consistent experience, you can pre-load all your assets beforehand with Flame.images.loadAll.
bool loaded() => true;
/// Whether this should be destroyed or not.
///
/// It will be called once per component per loop, and if it returns true, [BaseGame] will mark your component for deletion and remove it before the next loop.
bool destroy() => false;
/// Whether this component is HUD object or not.
///
/// HUD objects ignore the [BaseGame.camera] when rendered (so their position coordinates are considered relative to the device screen).
bool isHud() => false;
/// Render priority of this component. This allows you to control the order in which your components are rendered.
///
/// Components are always updated and rendered in the order defined by this number.
/// The smaller the priority, the sooner your component will be updated/rendered.
/// It can be any integer (negative, zero, or positive).
/// If two components share the same priority, they will probably be drawn in the order they were added.
int priority() => 0;
/// Called when the component has been added and preperad by the game instance.
///
/// This can be used to make initializations on your component as, when this method is called,
/// things like resize (and other mixins) are already set and usable.
void onMount() {}
/// Called right before the component is destroyed and removed from the game
void onDestroy() {}
}
/// A [Component] implementation that represents a component that has a specific, possibly dynamic position on the screen.
///
/// It represents a rectangle of dimension ([width], [height]), on the position ([x], [y]), rotate around its center with angle [angle].
/// It also uses the [anchor] property to properly position itself.
abstract class PositionComponent extends Component {
double x = 0.0, y = 0.0, angle = 0.0;
double width = 0.0, height = 0.0;
Anchor anchor = Anchor.topLeft;
bool renderFlipX = false;
bool renderFlipY = false;
bool debugMode = false;
Color get debugColor => const Color(0xFFFF00FF);
Paint get _debugPaint => Paint()
..color = debugColor
..style = PaintingStyle.stroke;
TextConfig get debugTextConfig => TextConfig(color: debugColor, fontSize: 12);
Position toPosition() => Position(x, y);
void setByPosition(Position position) {
x = position.x;
y = position.y;
}
Position toSize() => Position(width, height);
void setBySize(Position size) {
width = size.x;
height = size.y;
}
Rect toRect() => Rect.fromLTWH(x - anchor.relativePosition.dx * width,
y - anchor.relativePosition.dy * height, width, height);
void setByRect(Rect rect) {
x = rect.left + anchor.relativePosition.dx * rect.width;
y = rect.top + anchor.relativePosition.dy * rect.height;
width = rect.width;
height = rect.height;
}
double angleBetween(PositionComponent c) {
return (atan2(c.x - x, y - c.y) - pi / 2) % (2 * pi);
}
double distance(PositionComponent c) {
return sqrt(pow(y - c.y, 2) + pow(x - c.x, 2));
}
void renderDebugMode(Canvas canvas) {
canvas.drawRect(Rect.fromLTWH(0.0, 0.0, width, height), _debugPaint);
debugTextConfig.render(
canvas,
"x: ${x.toStringAsFixed(2)} y:${y.toStringAsFixed(2)}",
Position(-50, -15));
final Rect rect = toRect();
final dx = rect.right;
final dy = rect.bottom;
debugTextConfig.render(
canvas,
"x:${dx.toStringAsFixed(2)} y:${dy.toStringAsFixed(2)}",
Position(width - 50, height));
}
void prepareCanvas(Canvas canvas) {
canvas.translate(x, y);
canvas.rotate(angle);
final double dx = -anchor.relativePosition.dx * width;
final double dy = -anchor.relativePosition.dy * height;
canvas.translate(dx, dy);
// Handle inverted rendering by moving center and flipping.
if (renderFlipX || renderFlipY) {
canvas.translate(width / 2, height / 2);
canvas.scale(renderFlipX ? -1.0 : 1.0, renderFlipY ? -1.0 : 1.0);
canvas.translate(-width / 2, -height / 2);
}
if (debugMode) {
renderDebugMode(canvas);
}
}
}
/// A [PositionComponent] that renders a single [Sprite] at the designated position, scaled to have the designated size and rotated to the designated angle.
///
/// This is the most commonly used child of [Component].
class SpriteComponent extends PositionComponent {
Sprite sprite;
Paint overridePaint;
SpriteComponent();
SpriteComponent.square(double size, String imagePath)
: this.rectangle(size, size, imagePath);
SpriteComponent.rectangle(double width, double height, String imagePath)
: this.fromSprite(width, height, Sprite(imagePath));
SpriteComponent.fromSprite(double width, double height, this.sprite) {
this.width = width;
this.height = height;
}
@override
void render(Canvas canvas) {
prepareCanvas(canvas);
sprite.render(canvas,
width: width, height: height, overridePaint: overridePaint);
}
@override
bool loaded() {
return sprite != null && sprite.loaded() && x != null && y != null;
}
@override
void update(double t) {}
}
class SvgComponent extends PositionComponent {
Svg svg;
SvgComponent.fromSvg(double width, double height, this.svg) {
this.width = width;
this.height = height;
}
@override
void render(Canvas canvas) {
prepareCanvas(canvas);
svg.render(canvas, width, height);
}
@override
bool loaded() {
return svg != null && svg.loaded() && x != null && y != null;
}
@override
void update(double t) {}
}