Files
flame/lib/game/base_game.dart
2020-04-20 21:11:54 +02:00

195 lines
6.8 KiB
Dart

import 'dart:math' as math;
import 'dart:ui';
import 'package:flame/components/composed_component.dart';
import 'package:flutter/gestures.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/widgets.dart' hide WidgetBuilder;
import 'package:flutter/foundation.dart';
import 'package:ordered_set/comparing.dart';
import 'package:ordered_set/ordered_set.dart';
import '../components/component.dart';
import '../components/mixins/has_game_ref.dart';
import '../components/mixins/tapable.dart';
import '../position.dart';
import '../gestures.dart';
import 'game.dart';
/// This is a more complete and opinionated implementation of Game.
///
/// It still needs to be subclasses to add your game logic, but the [update], [render] and [resize] methods have default implementations.
/// This is the recommended structure to use for most games.
/// It is based on the Component system.
abstract class BaseGame extends Game with TapDetector {
/// The list of components to be updated and rendered by the base game.
OrderedSet<Component> components =
OrderedSet(Comparing.on((c) => c.priority()));
/// Components added by the [addLater] method
final List<Component> _addLater = [];
/// Current screen size, updated every resize via the [resize] method hook
Size size;
/// Camera position; every non-HUD component is translated so that the camera position is the top-left corner of the screen.
Position camera = Position.empty();
/// List of deltas used in debug mode to calculate FPS
final List<double> _dts = [];
Iterable<Tapable> get _tapableComponents =>
components.where((c) => c is Tapable).cast();
@override
void onTapCancel() {
_tapableComponents.forEach((c) => c.handleTapCancel());
}
@override
void onTapDown(TapDownDetails details) {
_tapableComponents.forEach((c) => c.handleTapDown(details));
}
@override
void onTapUp(TapUpDetails details) {
_tapableComponents.forEach((c) => c.handleTapUp(details));
}
/// This method is called for every component added, both via [add] and [addLater] methods.
///
/// You can use this to setup your mixins, pre-calculate stuff on every component, or anything you desire.
/// By default, this calls the first time resize for every component, so don't forget to call super.preAdd when overriding.
@mustCallSuper
void preAdd(Component c) {
if (debugMode() && c is PositionComponent) {
c.debugMode = true;
}
// first time resize
if (size != null) {
c.resize(size);
}
if (c is HasGameRef) {
(c as HasGameRef).gameRef = this;
}
if (c is ComposedComponent) {
c.components.forEach(preAdd);
}
c.onMount();
}
/// Adds a new component to the components list.
///
/// Also calls [preAdd], witch in turn sets the current size on the component (because the resize hook won't be called until a new resize happens).
void add(Component c) {
preAdd(c);
components.add(c);
}
/// Registers a component to be added on the components on the next tick.
///
/// Use this to add components in places where a concurrent issue with the update method might happen.
/// Also calls [preAdd] for the component added, immediately.
void addLater(Component c) {
preAdd(c);
_addLater.add(c);
}
/// This implementation of render basically calls [renderComponent] for every component, making sure the canvas is reset for each one.
///
/// You can override it further to add more custom behaviour.
/// Beware of however you are rendering components if not using this; you must be careful to save and restore the canvas to avoid components messing up with each other.
@override
void render(Canvas canvas) {
canvas.save();
components.forEach((comp) => renderComponent(canvas, comp));
canvas.restore();
}
/// This renders a single component obeying BaseGame rules.
///
/// It translates the camera unless hud, call the render method and restore the canvas.
/// This makes sure the canvas is not messed up by one component and all components render independently.
void renderComponent(Canvas canvas, Component c) {
if (!c.loaded()) {
return;
}
if (!c.isHud()) {
canvas.translate(-camera.x, -camera.y);
}
c.render(canvas);
canvas.restore();
canvas.save();
}
/// This implementation of update updates every component in the list.
///
/// It also actually adds the components that were added by the [addLater] method, and remove those that are marked for destruction via the [Component.destroy] method.
/// You can override it further to add more custom behaviour.
@override
void update(double t) {
components.addAll(_addLater);
_addLater.clear();
components.forEach((c) => c.update(t));
components.removeWhere((c) => c.destroy()).forEach((c) => c.onDestroy());
}
/// This implementation of resize passes the resize call along to every component in the list, enabling each one to make their decisions as how to handle the resize.
///
/// It also updates the [size] field of the class to be used by later added components and other methods.
/// You can override it further to add more custom behaviour, but you should seriously consider calling the super implementation as well.
@override
@mustCallSuper
void resize(Size size) {
this.size = size;
components.forEach((c) => c.resize(size));
}
/// Returns whether this [Game] is in debug mode or not.
///
/// Returns `false` by default. Override to use the debug mode.
/// In debug mode, the [recordDt] method actually records every `dt` for statistics.
/// Then, you can use the [fps] method to check the game FPS.
/// You can also use this value to enable other debug behaviors for your game, like bounding box rendering, for instance.
bool debugMode() => false;
/// This is a hook that comes from the RenderBox to allow recording of render times and statistics.
@override
void recordDt(double dt) {
if (debugMode()) {
_dts.add(dt);
}
}
/// Returns the average FPS for the last [average] measures.
///
/// The values are only saved if in debug mode (override [debugMode] to use this).
/// Selects the last [average] dts, averages then, and returns the inverse value.
/// So it's technically updates per second, but the relation between updates and renders is 1:1.
/// Returns 0 if empty.
double fps([int average = 1]) {
final List<double> dts = _dts.sublist(math.max(0, _dts.length - average));
if (dts.isEmpty) {
return 0.0;
}
final double dtSum = dts.reduce((s, t) => s + t);
final double averageDt = dtSum / average;
return 1 / averageDt;
}
/// Returns the current time in seconds with microseconds precision.
///
/// This is compatible with the `dt` value used in the [update] method.
double currentTime() {
return DateTime.now().microsecondsSinceEpoch.toDouble() /
Duration.microsecondsPerSecond;
}
}