mirror of
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201 lines
5.3 KiB
Dart
201 lines
5.3 KiB
Dart
import 'dart:async';
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import 'dart:ui';
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import 'package:flame/components/component.dart';
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import 'package:flame/flame.dart';
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import 'package:flutter/painting.dart';
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/// Specifications with a path to an image and how it should be drawn in
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/// relation to the device screen
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class ParallaxImage {
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/// The filename of the image
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final String filename;
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/// If and how the image should be repeated on the canvas
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final ImageRepeat repeat;
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/// How to align the image in relation to the screen
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final Alignment alignment;
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/// How to fill the screen with the image, always proportionally scaled.
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final LayerFill fill;
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ParallaxImage(this.filename,
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{this.repeat = ImageRepeat.repeatX,
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this.alignment = Alignment.bottomLeft,
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this.fill = LayerFill.height});
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}
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/// Represents one layer in the parallax, draws out an image on a canvas in the
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/// manner specified by the parallaxImage
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class ParallaxLayer {
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final ParallaxImage parallaxImage;
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Future<Image> future;
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Image _image;
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Size _screenSize;
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Rect _paintArea;
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Offset _scroll;
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Offset _imageSize;
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double _scale = 1.0;
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ParallaxLayer(this.parallaxImage) {
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future = _load(parallaxImage.filename);
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}
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bool loaded() => _image != null;
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Offset currentOffset() => _scroll;
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void resize(Size size) {
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if (!loaded()) {
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_screenSize = size;
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return;
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}
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double scale(LayerFill fill) {
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switch (fill) {
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case LayerFill.height:
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return _image.height / size.height;
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case LayerFill.width:
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return _image.width / size.width;
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default:
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return _scale;
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}
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}
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_scale = scale(parallaxImage.fill);
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// The image size so that it fulfills the LayerFill parameter
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_imageSize = Offset(_image.width / _scale, _image.height / _scale);
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// Number of images that can fit on the canvas plus one
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// to have something to scroll to without leaving canvas empty
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final countX = 1 + size.width / _imageSize.dx;
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final countY = 1 + size.height / _imageSize.dy;
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// Percentage of the image size that will overflow
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final overflowX = (_imageSize.dx * countX - size.width) / _imageSize.dx;
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final overflowY = (_imageSize.dy * countY - size.height) / _imageSize.dy;
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// Align image to correct side of the screen
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final alignment = parallaxImage.alignment;
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final marginX = alignment.x == 0 ? overflowX / 2 : alignment.x;
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final marginY = alignment.y == 0 ? overflowY / 2 : alignment.y;
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_scroll ??= Offset(marginX, marginY);
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// Size of the area to paint the images in
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final rectWidth = countX * _imageSize.dx;
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final rectHeight = countY * _imageSize.dy;
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_paintArea = Rect.fromLTWH(0, 0, rectWidth, rectHeight);
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}
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void update(Offset delta) {
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if (!loaded()) {
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return;
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}
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// Scale the delta so that images that are larger don't scroll faster
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_scroll += delta.scale(1 / _imageSize.dx, 1 / _imageSize.dy);
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switch (parallaxImage.repeat) {
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case ImageRepeat.repeat:
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_scroll = _scroll % 1;
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break;
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case ImageRepeat.repeatX:
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_scroll = Offset(_scroll.dx % 1, _scroll.dy);
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break;
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case ImageRepeat.repeatY:
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_scroll = Offset(_scroll.dx, _scroll.dy % 1);
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break;
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case ImageRepeat.noRepeat:
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break;
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}
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final dx = _scroll.dx * _imageSize.dx;
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final dy = _scroll.dy * _imageSize.dy;
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_paintArea = Rect.fromLTWH(-dx, -dy, _paintArea.width, _paintArea.height);
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}
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void render(Canvas canvas) {
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if (!loaded()) {
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return;
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}
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paintImage(
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canvas: canvas,
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image: _image,
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rect: _paintArea,
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repeat: parallaxImage.repeat,
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scale: _scale,
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alignment: parallaxImage.alignment,
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);
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}
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Future<Image> _load(filename) {
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return Flame.images.load(filename).then((image) {
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_image = image;
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if (_screenSize != null) {
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resize(_screenSize);
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}
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return _image;
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});
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}
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}
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/// How to fill the screen with the image, always proportionally scaled.
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enum LayerFill { height, width, none }
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/// A full parallax, several layers of images drawn out on the screen and each
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/// layer moves with different speeds to give an effect of depth.
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class ParallaxComponent extends PositionComponent {
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Offset baseSpeed;
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Offset layerDelta;
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List<ParallaxLayer> _layers;
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bool _loaded = false;
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ParallaxComponent(List<ParallaxImage> images,
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{this.baseSpeed = Offset.zero, this.layerDelta = Offset.zero}) {
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_load(images);
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}
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/// The base offset of the parallax, can be used in an outer update loop
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/// if you want to transition the parallax to a certain position.
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Offset currentOffset() => _layers[0].currentOffset();
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@override
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bool loaded() => _loaded;
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@override
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void resize(Size size) {
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_layers.forEach((layer) => layer.resize(size));
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}
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@override
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void update(double t) {
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if (!loaded()) {
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return;
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}
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_layers.forEach((layer) => layer
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.update(baseSpeed * t + layerDelta * (_layers.indexOf(layer) * t)));
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}
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@override
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void render(Canvas canvas) {
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if (!loaded()) {
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return;
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}
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canvas.save();
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prepareCanvas(canvas);
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_layers.forEach((layer) => layer.render(canvas));
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canvas.restore();
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}
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void _load(List<ParallaxImage> images) {
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_layers = images.map((image) => ParallaxLayer(image)).toList();
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Future.wait(_layers.map((layer) => layer.future))
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.then((_) => _loaded = true);
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}
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}
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