Files
flame/examples/lib/stories/tile_maps/isometric_tile_map.dart
Lukas Klingsbo 64a40ff641 Refactor joystick (#876)
* Refactor joystick

* Fix directional tests

* Joystick example

* Any PositionComponent can be used as knob and background

* Add MarginButtonComponent

* Fix JoystickExample

* Update joystick docs

* Fix joystick direction tests

* Fix effect tests

* Fix analyze issue

* Update docs

* Update docs

* Move joystick to input export

* Update packages/flame/lib/src/geometry/shape.dart

Co-authored-by: Luan Nico <luanpotter27@gmail.com>

* Add test and description for screenAngle

* Update examples/lib/stories/controls/joystick_player.dart

Co-authored-by: Erick <erickzanardoo@gmail.com>

* Update doc/input.md

Co-authored-by: Erick <erickzanardoo@gmail.com>

* controls -> input in examples to align with export file

* controls -> input

* Add simple joystick example

* Fix imports

* velocity -> relativeDelta

Co-authored-by: Luan Nico <luanpotter27@gmail.com>
Co-authored-by: Erick <erickzanardoo@gmail.com>
2021-07-15 12:00:41 +02:00

99 lines
2.4 KiB
Dart

import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame/sprite.dart';
import 'package:flutter/material.dart' hide Image;
const x = 500.0;
const y = 500.0;
final topLeft = Vector2(x, y);
const scale = 2.0;
const srcTileSize = 32.0;
const destTileSize = scale * srcTileSize;
final originColor = Paint()..color = const Color(0xFFFF00FF);
final originColor2 = Paint()..color = const Color(0xFFAA55FF);
const halfSize = true;
const tileHeight = scale * (halfSize ? 8.0 : 16.0);
const suffix = halfSize ? '-short' : '';
class Selector extends SpriteComponent {
bool show = false;
Selector(double s, Image image)
: super(
sprite: Sprite(image, srcSize: Vector2.all(32.0)),
size: Vector2.all(s),
);
@override
void render(Canvas canvas) {
if (!show) {
return;
}
super.render(canvas);
}
}
class IsometricTileMapGame extends BaseGame with MouseMovementDetector {
late IsometricTileMapComponent base;
late Selector selector;
IsometricTileMapGame();
@override
Future<void> onLoad() async {
final tilesetImage = await images.load('tile_maps/tiles$suffix.png');
final tileset = SpriteSheet(
image: tilesetImage,
srcSize: Vector2.all(srcTileSize),
);
final matrix = [
[3, 1, 1, 1, 0, 0],
[-1, 1, 2, 1, 0, 0],
[-1, 0, 1, 1, 0, 0],
[-1, 1, 1, 1, 0, 0],
[1, 1, 1, 1, 0, 2],
[1, 3, 3, 3, 0, 2],
];
add(
base = IsometricTileMapComponent(
tileset,
matrix,
destTileSize: Vector2.all(destTileSize),
tileHeight: tileHeight,
)
..x = x
..y = y,
);
final selectorImage = await images.load('tile_maps/selector$suffix.png');
add(selector = Selector(destTileSize, selectorImage));
}
@override
void render(Canvas canvas) {
super.render(canvas);
canvas.renderPoint(topLeft, size: 5, paint: originColor);
canvas.renderPoint(
Vector2(x, y - tileHeight),
size: 5,
paint: originColor2,
);
}
@override
void onMouseMove(PointerHoverInfo info) {
final screenPosition = info.eventPosition.game;
final block = base.getBlock(screenPosition);
selector.show = base.containsBlock(block);
selector.position.setFrom(topLeft + base.getBlockPosition(block));
}
}