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* Add keyboard with focus node implementation * a * format and make it stabel compatible * Add mixin to game * fixes * add tests * format * docs * more docs * Update doc/keyboard-input.md Co-authored-by: Erick <erickzanardoo@gmail.com> * rename test * Apply suggestions from code review Co-authored-by: Luan Nico <luanpotter27@gmail.com> * fix test * Update tutorials/2_sprite_animations_gestures/README.md Co-authored-by: Luan Nico <luanpotter27@gmail.com> * docs * Apply suggestions from code review Co-authored-by: Jochum van der Ploeg <jochum@vdploeg.net> * yo Co-authored-by: Erick <erickzanardoo@gmail.com> Co-authored-by: Luan Nico <luanpotter27@gmail.com> Co-authored-by: Jochum van der Ploeg <jochum@vdploeg.net>
31 lines
767 B
Dart
31 lines
767 B
Dart
import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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import 'package:flame/parallax.dart';
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class AdvancedParallaxGame extends BaseGame {
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final _layersMeta = {
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'parallax/bg.png': 1.0,
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'parallax/mountain-far.png': 1.5,
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'parallax/mountains.png': 2.3,
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'parallax/trees.png': 3.8,
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'parallax/foreground-trees.png': 6.6,
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};
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@override
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Future<void> onLoad() async {
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final layers = _layersMeta.entries.map(
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(e) => loadParallaxLayer(
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ParallaxImageData(e.key),
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velocityMultiplier: Vector2(e.value, 1.0),
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),
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);
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final parallax = ParallaxComponent.fromParallax(
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Parallax(
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await Future.wait(layers),
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baseVelocity: Vector2(20, 0),
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),
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);
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add(parallax);
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}
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}
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