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flame/doc/tutorials/platformer/app/lib/ember_quest.dart
Munsterlander 6938c860a0 docs: Platform tutorial (#2105)
This adds a platformer tutorial called Ember Quest. I hope I have done a service, because I am tired, lol. I am sure there will be comments. I just want to say, I did my best. I approached this as someone new to Flame, just like I was about 10 months ago. Are there concepts that can be improved, sure. We can always optimize code, but I didn't want any concepts to be super abstract. I had never coded a game before when I began my journey with Flame this year, so things might be a bit simple for experienced game developers, but for myself, I had never even thought about a game loop or animations, etc.
2022-10-29 19:59:51 +01:00

117 lines
2.6 KiB
Dart

import 'package:flame/events.dart';
import 'package:flame/game.dart';
import 'package:flutter/material.dart';
import 'actors/ember.dart';
import 'actors/water_enemy.dart';
import 'managers/segment_manager.dart';
import 'objects/ground_block.dart';
import 'objects/platform_block.dart';
import 'objects/star.dart';
import 'overlays/hud.dart';
class EmberQuestGame extends FlameGame
with HasCollisionDetection, HasKeyboardHandlerComponents {
EmberQuestGame();
late EmberPlayer _ember;
late double lastBlockXPosition = 0.0;
late UniqueKey lastBlockKey;
int starsCollected = 0;
int health = 3;
double cloudSpeed = 0.0;
double objectSpeed = 0.0;
@override
Future<void> onLoad() async {
//debugMode = true; //Uncomment to see the bounding boxes
await images.loadAll([
'block.png',
'ember.png',
'ground.png',
'heart_half.png',
'heart.png',
'star.png',
'water_enemy.png',
]);
initializeGame(true);
}
@override
void update(double dt) {
if (health <= 0) {
overlays.add('GameOver');
}
super.update(dt);
}
@override
Color backgroundColor() {
return const Color.fromARGB(255, 173, 223, 247);
}
void loadGameSegments(int segmentIndex, double xPositionOffset) {
for (final block in segments[segmentIndex]) {
switch (block.blockType) {
case GroundBlock:
add(
GroundBlock(
gridPosition: block.gridPosition,
xOffset: xPositionOffset,
),
);
break;
case PlatformBlock:
add(
PlatformBlock(
gridPosition: block.gridPosition,
xOffset: xPositionOffset,
),
);
break;
case Star:
add(
Star(
gridPosition: block.gridPosition,
xOffset: xPositionOffset,
),
);
break;
case WaterEnemy:
add(
WaterEnemy(
gridPosition: block.gridPosition,
xOffset: xPositionOffset,
),
);
break;
}
}
}
void initializeGame(bool loadHud) {
// Assume that size.x < 3200
final segmentsToLoad = (size.x / 640).ceil();
segmentsToLoad.clamp(0, segments.length);
for (var i = 0; i <= segmentsToLoad; i++) {
loadGameSegments(i, (640 * i).toDouble());
}
_ember = EmberPlayer(
position: Vector2(128, canvasSize.y - 128),
);
add(_ember);
if (loadHud) {
add(Hud());
}
}
void reset() {
starsCollected = 0;
health = 3;
initializeGame(false);
}
}