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			201 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'dart:async';
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import 'dart:ui';
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import 'package:flame/components/component.dart';
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import 'package:flame/flame.dart';
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import 'package:flutter/painting.dart';
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/// Specifications with a path to an image and how it should be drawn in
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/// relation to the device screen
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class ParallaxImage {
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  /// The filename of the image
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  final String filename;
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  /// If and how the image should be repeated on the canvas
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  final ImageRepeat repeat;
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  /// How to align the image in relation to the screen
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  final Alignment alignment;
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  /// How to fill the screen with the image, always proportionally scaled.
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  final LayerFill fill;
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  ParallaxImage(this.filename,
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      {this.repeat = ImageRepeat.repeatX,
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      this.alignment = Alignment.bottomLeft,
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      this.fill = LayerFill.height});
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}
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/// Represents one layer in the parallax, draws out an image on a canvas in the
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/// manner specified by the parallaxImage
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class ParallaxLayer {
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  final ParallaxImage parallaxImage;
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  Future<Image> future;
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  Image _image;
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  Size _screenSize;
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  Rect _paintArea;
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  Offset _scroll;
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  Offset _imageSize;
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  double _scale = 1.0;
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  ParallaxLayer(this.parallaxImage) {
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    future = _load(parallaxImage.filename);
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  }
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  bool loaded() => _image != null;
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  Offset currentOffset() => _scroll;
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  void resize(Size size) {
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    if (!loaded()) {
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      _screenSize = size;
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      return;
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    }
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    double scale(LayerFill fill) {
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      switch (fill) {
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        case LayerFill.height:
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          return _image.height / size.height;
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        case LayerFill.width:
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          return _image.width / size.width;
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        default:
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          return _scale;
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      }
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    }
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    _scale = scale(parallaxImage.fill);
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    // The image size so that it fulfills the LayerFill parameter
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    _imageSize = Offset(_image.width / _scale, _image.height / _scale);
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    // Number of images that can fit on the canvas plus one
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    // to have something to scroll to without leaving canvas empty
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    final countX = 1 + size.width / _imageSize.dx;
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    final countY = 1 + size.height / _imageSize.dy;
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    // Percentage of the image size that will overflow
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    final overflowX = (_imageSize.dx * countX - size.width) / _imageSize.dx;
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    final overflowY = (_imageSize.dy * countY - size.height) / _imageSize.dy;
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    // Align image to correct side of the screen
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    final alignment = parallaxImage.alignment;
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    final marginX = alignment.x == 0 ? overflowX / 2 : alignment.x;
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    final marginY = alignment.y == 0 ? overflowY / 2 : alignment.y;
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    _scroll ??= Offset(marginX, marginY);
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    // Size of the area to paint the images in
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    final rectWidth = countX * _imageSize.dx;
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    final rectHeight = countY * _imageSize.dy;
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    _paintArea = Rect.fromLTWH(0, 0, rectWidth, rectHeight);
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  }
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  void update(Offset delta) {
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    if (!loaded()) {
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      return;
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    }
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    // Scale the delta so that images that are larger don't scroll faster
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    _scroll += delta.scale(1 / _imageSize.dx, 1 / _imageSize.dy);
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    switch (parallaxImage.repeat) {
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      case ImageRepeat.repeat:
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        _scroll = _scroll % 1;
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        break;
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      case ImageRepeat.repeatX:
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        _scroll = Offset(_scroll.dx % 1, _scroll.dy);
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        break;
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      case ImageRepeat.repeatY:
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        _scroll = Offset(_scroll.dx, _scroll.dy % 1);
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        break;
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      case ImageRepeat.noRepeat:
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        break;
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    }
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    final dx = _scroll.dx * _imageSize.dx;
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    final dy = _scroll.dy * _imageSize.dy;
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    _paintArea = Rect.fromLTWH(-dx, -dy, _paintArea.width, _paintArea.height);
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  }
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  void render(Canvas canvas) {
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    if (!loaded()) {
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      return;
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    }
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    paintImage(
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      canvas: canvas,
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      image: _image,
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      rect: _paintArea,
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      repeat: parallaxImage.repeat,
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      scale: _scale,
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      alignment: parallaxImage.alignment,
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    );
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  }
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  Future<Image> _load(filename) {
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    return Flame.images.load(filename).then((image) {
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      _image = image;
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      if (_screenSize != null) {
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        resize(_screenSize);
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      }
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      return _image;
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    });
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  }
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}
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/// How to fill the screen with the image, always proportionally scaled.
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enum LayerFill { height, width, none }
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/// A full parallax, several layers of images drawn out on the screen and each
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/// layer moves with different speeds to give an effect of depth.
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class ParallaxComponent extends PositionComponent {
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  Offset baseSpeed;
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  Offset layerDelta;
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  List<ParallaxLayer> _layers;
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  bool _loaded = false;
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  ParallaxComponent(List<ParallaxImage> images,
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      {this.baseSpeed = Offset.zero, this.layerDelta = Offset.zero}) {
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    _load(images);
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  }
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  /// The base offset of the parallax, can be used in an outer update loop
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  /// if you want to transition the parallax to a certain position.
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  Offset currentOffset() => _layers[0].currentOffset();
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  @override
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  bool loaded() => _loaded;
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  @override
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  void resize(Size size) {
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    _layers.forEach((layer) => layer.resize(size));
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  }
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  @override
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  void update(double t) {
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    if (!loaded()) {
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      return;
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    }
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    _layers.forEach((layer) => layer
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        .update(baseSpeed * t + layerDelta * (_layers.indexOf(layer) * t)));
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  }
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  @override
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  void render(Canvas canvas) {
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    if (!loaded()) {
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      return;
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    }
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    canvas.save();
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    prepareCanvas(canvas);
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    _layers.forEach((layer) => layer.render(canvas));
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    canvas.restore();
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  }
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  void _load(List<ParallaxImage> images) {
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    _layers = images.map((image) => ParallaxLayer(image)).toList();
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    Future.wait(_layers.map((layer) => layer.future))
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        .then((_) => _loaded = true);
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  }
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}
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