mirror of
				https://github.com/flame-engine/flame.git
				synced 2025-11-04 21:17:13 +08:00 
			
		
		
		
	* Added Component.childrenFactory * fix some of the lint warnings * more lint warnings * remove changelog entry * more analyzer warnings * one more warning * one more warning * remove more unused imports * fix more warnings * another warning * one more warning * a lot more warnings * some more warnings * fix warnings in flame_svg * fix warnings in flame_bloc * Remove OrderedSet override feature * Remove testRandom change * Remove unnecessary type checks * Re-remove deprecated argument in random_test Co-authored-by: Pasha Stetsenko <stpasha@google.com>
		
			
				
	
	
		
			79 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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import 'package:flutter/material.dart';
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class DebugExample extends FlameGame with FPSCounter {
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  static const String description = '''
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    In this example we show what you will see when setting `debugMode = true` on
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    your game. It is a non-interactive example.
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  ''';
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  static final fpsTextPaint = TextPaint(
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    style: const TextStyle(color: Color(0xFFFFFFFF)),
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  );
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  @override
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  bool debugMode = true;
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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 flameLogo = await loadSprite('flame.png');
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    final flame1 = LogoComponent(flameLogo);
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    flame1.x = 100;
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    flame1.y = 400;
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    final flame2 = LogoComponent(flameLogo);
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    flame2.x = 100;
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    flame2.y = 400;
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    flame2.yDirection = -1;
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    final flame3 = LogoComponent(flameLogo);
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    flame3.x = 100;
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    flame3.y = 400;
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    flame3.xDirection = -1;
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    add(flame1);
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    add(flame2);
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    add(flame3);
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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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    if (debugMode) {
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      fpsTextPaint.render(canvas, fps(120).toString(), Vector2(0, 50));
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    }
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  }
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}
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class LogoComponent extends SpriteComponent with HasGameRef<DebugExample> {
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  static const int speed = 150;
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  int xDirection = 1;
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  int yDirection = 1;
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  LogoComponent(Sprite sprite) : super(sprite: sprite, size: sprite.srcSize);
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  @override
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  void update(double dt) {
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    x += xDirection * speed * dt;
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    final rect = toRect();
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    if ((x <= 0 && xDirection == -1) ||
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        (rect.right >= gameRef.size.x && xDirection == 1)) {
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      xDirection = xDirection * -1;
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    }
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    y += yDirection * speed * dt;
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    if ((y <= 0 && yDirection == -1) ||
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        (rect.bottom >= gameRef.size.y && yDirection == 1)) {
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      yDirection = yDirection * -1;
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    }
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  }
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}
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