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	 a1b6ffa04a
			
		
	
	a1b6ffa04a
	
	
	
		
			
			* Game as a component * Fix component stories * Effects are now components * Update effects docs * Handle swap of parent * Fix reAddChildren * Wait for children to be added * BaseComponent and PositionComponent to be non-abstract * Simplify HasGameRef * Revert so that onLoad can be null * Fix example description * Effects as components * Remove gameRef from addChildren * Fix hasGameRef * Start migrating effects * Updated comments of effect fields * Fix comments * Continue to fix sequence and combined effects * Upgrade ordered_set * Fix position_component_test * BaseComponent -> Component * Fix combined and sequence effects * Await components to be added in tests * Remove unnecessary game.update in tests * Fix some tests related to composition * BaseGame should be used in examples * Fix CombinedEffect test * Keyboard code to be based on Component * Fix keyboard tests * Fix analyze problems * Fix sequence_effect * Fix combined_effect_test * Store peak state instead of end state * Fix sequence_effect tests * Update tutorial * Fix tutorial 1 * Remove SimplePositionComponentEffect * Remove unused test variable * Update docs * Removed onMount * Remove onMount * Add missing dartdoc * Fix dart docs * Add super.update where needed * Move reAddChildren to component * Reorganize method order in game widget * preOffset -> initialDelay, postOffset -> peakDelay * Introduce component.onParentChange * Remove tests in wrong file * Fix composed component test * Add game lifecycle test * Use BaseGame for mouse cursor test * Oxygen should (?) not call super.update * Use BaseGame in keyboard_test * Fix onLoad to be properly cached * Re-add unintentionally removed override * Fix info for collision detection tests * Add test for correct lifecycle on parent change * Fix particles example * Add component lifecycle diagram to the docs * Add docs for the game lifecycle * onRemove should be called when a game is removed from the widget * Fix analyze errors * prepare should be called from the component itself, not its parent * Fix dartdoc * onParentChange -> onMount * onMount should have void as return type * Simplify the loaderFuture in GameWidget * Fix mock_canvas * Fix rebase problem * Remove asComponent * Less complex _loaderFuture * Add super.update to no_fcs parallax example * Fix async tests * Revert _loaderFuture * Fix analyze issues * await gameWithCollidables * Keep epsilon small where it can be * tappable methods should return bool * Game lifecycle is now the same as for Component * Remove mustCallSuper from component.update * Make onLoadCache protected * @internal on onLoadCache * Cache/Memoize debugPaint and debugTextPaint * Fix imports * Fix comments * Always call super.onLoad so that mixins can override it * Add forgotten super.onLoad * Bump coverage percentage * HasCollidables should override update * Fix Game comments * Fix some dartdoc * Apply suggestions from code review Co-authored-by: Erick <erickzanardoo@gmail.com> * Game + Loadable as mixins * Update packages/flame/lib/src/game/game_widget/game_widget.dart Co-authored-by: Luan Nico <luanpotter27@gmail.com> * Update loadable docs * Fix comments * Move fps_counter * Fix keyboard example * Fix dartdoc * Remove tutorials temporarily * Fix game lowlevel graph * Fix resize issue Co-authored-by: Erick <erickzanardoo@gmail.com> Co-authored-by: Luan Nico <luanpotter27@gmail.com>
		
			
				
	
	
		
			72 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'dart:ui';
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| 
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| import 'package:flame/components.dart';
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| import 'package:flame/game.dart';
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| import 'package:flame/layers.dart';
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| 
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| class GameLayer extends DynamicLayer {
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|   final Sprite playerSprite;
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|   final Sprite enemySprite;
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| 
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|   GameLayer(this.playerSprite, this.enemySprite) {
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|     preProcessors.add(ShadowProcessor());
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|   }
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| 
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|   @override
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|   void drawLayer() {
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|     playerSprite.render(
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|       canvas,
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|       position: Vector2.all(50),
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|       size: Vector2.all(150),
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|     );
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|     enemySprite.render(
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|       canvas,
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|       position: Vector2(250, 150),
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|       size: Vector2(100, 50),
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|     );
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|   }
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| }
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| 
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| class BackgroundLayer extends PreRenderedLayer {
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|   final Sprite sprite;
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| 
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|   BackgroundLayer(this.sprite) {
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|     preProcessors.add(ShadowProcessor());
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|   }
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| 
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|   @override
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|   void drawLayer() {
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|     sprite.render(
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|       canvas,
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|       position: Vector2(50, 200),
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|       size: Vector2(300, 150),
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|     );
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|   }
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| }
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| 
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| class LayerGame extends FlameGame {
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|   late Layer gameLayer;
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|   late Layer backgroundLayer;
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| 
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|   @override
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|   Future<void> onLoad() async {
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|     await super.onLoad();
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|     final playerSprite = Sprite(await images.load('layers/player.png'));
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|     final enemySprite = Sprite(await images.load('layers/enemy.png'));
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|     final backgroundSprite = Sprite(await images.load('layers/background.png'));
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| 
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|     gameLayer = GameLayer(playerSprite, enemySprite);
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|     backgroundLayer = BackgroundLayer(backgroundSprite);
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|   }
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| 
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|   @override
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|   void render(Canvas canvas) {
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|     super.render(canvas);
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|     gameLayer.render(canvas);
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|     backgroundLayer.render(canvas);
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|   }
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| 
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|   @override
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|   Color backgroundColor() => const Color(0xFF38607C);
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| }
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