Files
flame/lib/game.dart
Erick Zanardo 5ab792da86 PR suggestions
2019-09-10 21:16:45 -03:00

367 lines
12 KiB
Dart

import 'dart:math' as math;
import 'dart:ui';
import 'package:flutter/gestures.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter/widgets.dart';
import 'package:ordered_set/comparing.dart';
import 'package:ordered_set/ordered_set.dart';
import 'components/component.dart';
import 'position.dart';
import 'components/events/gestures.dart';
import 'flame.dart';
/// Represents a generic game.
///
/// Subclass this to implement the [update] and [render] methods.
/// Flame will deal with calling these methods properly when the game's widget is rendered.
abstract class Game {
// Widget Builder for this Game
final builder = WidgetBuilder();
/// Implement this method to update the game state, given that a time [t] has passed.
///
/// Keep the updates as short as possible. [t] is in seconds, with microseconds precision.
void update(double t);
/// Implement this method to render the current game state in the [canvas].
void render(Canvas canvas);
/// This is the resize hook; every time the game widget is resized, this hook is called.
///
/// The default implementation does nothing; override to use the hook.
void resize(Size size) {}
/// This is the lifecycle state change hook; every time the game is resumed, paused or suspended, this is called.
///
/// The default implementation does nothing; override to use the hook.
/// Check [AppLifecycleState] for details about the events received.
void lifecycleStateChange(AppLifecycleState state) {}
/// Used for debugging
void _recordDt(double dt) {}
/// Returns the game widget. Put this in your structure to start rendering and updating the game.
/// You can add it directly to the runApp method or inside your widget structure (if you use vanilla screens and widgets).
Widget get widget => builder.build(this);
}
class WidgetBuilder {
Offset offset = Offset.zero;
Widget build(Game game) => Directionality(
textDirection: TextDirection.ltr, child: EmbeddedGameWidget(game));
}
/// This is a more complete and opinionated implementation of Game.
///
/// It still needs to be subclasses to add your game logic, but the [update], [render] and [resize] methods have default implementations.
/// This is the recommended structure to use for most games.
/// It is based on the Component system.
abstract class BaseGame extends Game {
/// The list of components to be updated and rendered by the base game.
OrderedSet<Component> components =
OrderedSet(Comparing.on((c) => c.priority()));
/// Components added by the [addLater] method
final List<Component> _addLater = [];
/// Current screen size, updated every resize via the [resize] method hook
Size size;
/// Camera position; every non-HUD component is translated so that the camera position is the top-left corner of the screen.
Position camera = Position.empty();
/// List of deltas used in debug mode to calculate FPS
final List<double> _dts = [];
bool _registeredTapDetector = false;
bool _checkTapOverlap(Tapeable c, Offset o) {
final pointRect = Rect.fromLTWH(o.dx, o.dy, 1, 1);
return c.toRect().overlaps(pointRect);
}
Iterable<Tapeable> get _tapeableComponents =>
components.where((c) => c is Tapeable).cast<Tapeable>();
TapGestureRecognizer _handleTapGesture() => TapGestureRecognizer()
..onTapUp = (TapUpDetails details) {
_tapeableComponents.forEach((c) {
if (_checkTapOverlap(c, details.globalPosition)) {
c.onTapUp(details);
}
});
}
..onTapDown = (TapDownDetails details) {
_tapeableComponents.forEach((c) {
if (_checkTapOverlap(c, details.globalPosition)) {
c.onTapDown(details);
}
});
}
..onTapCancel = () {
_tapeableComponents.forEach((c) {
c.onTapCancel();
});
};
/// This method is called for every component added, both via [add] and [addLater] methods.
///
/// You can use this to setup your mixins, pre-calculate stuff on every component, or anything you desire.
/// By default, this calls the first time resize for every component, so don't forget to call super.preAdd when overriding.
@mustCallSuper
void preAdd(Component c) {
if (debugMode() && c is PositionComponent) {
c.debugMode = true;
}
if (!_registeredTapDetector && c is Tapeable) {
Flame.util.addGestureRecognizer(_handleTapGesture());
_registeredTapDetector = true;
}
// first time resize
if (size != null) {
c.resize(size);
}
}
/// Adds a new component to the components list.
///
/// Also calls [preAdd], witch in turn sets the current size on the component (because the resize hook won't be called until a new resize happens).
void add(Component c) {
preAdd(c);
components.add(c);
}
/// Registers a component to be added on the components on the next tick.
///
/// Use this to add components in places where a concurrent issue with the update method might happen.
/// Also calls [preAdd] for the component added, immediately.
void addLater(Component c) {
preAdd(c);
_addLater.add(c);
}
/// This implementation of render basically calls [renderComponent] for every component, making sure the canvas is reset for each one.
///
/// You can override it further to add more custom behaviour.
/// Beware of however you are rendering components if not using this; you must be careful to save and restore the canvas to avoid components messing up with each other.
@override
void render(Canvas canvas) {
canvas.save();
components.forEach((comp) => renderComponent(canvas, comp));
canvas.restore();
}
/// This renders a single component obeying BaseGame rules.
///
/// It translates the camera unless hud, call the render method and restore the canvas.
/// This makes sure the canvas is not messed up by one component and all components render independently.
void renderComponent(Canvas canvas, Component c) {
if (!c.loaded()) {
return;
}
if (!c.isHud()) {
canvas.translate(-camera.x, -camera.y);
}
c.render(canvas);
canvas.restore();
canvas.save();
}
/// This implementation of update updates every component in the list.
///
/// It also actually adds the components that were added by the [addLater] method, and remove those that are marked for destruction via the [Component.destroy] method.
/// You can override it further to add more custom behaviour.
@override
void update(double t) {
components.addAll(_addLater);
_addLater.clear();
components.forEach((c) => c.update(t));
components.removeWhere((c) => c.destroy());
}
/// This implementation of resize passes the resize call along to every component in the list, enabling each one to make their decisions as how to handle the resize.
///
/// It also updates the [size] field of the class to be used by later added components and other methods.
/// You can override it further to add more custom behaviour, but you should seriously consider calling the super implementation as well.
@override
@mustCallSuper
void resize(Size size) {
this.size = size;
components.forEach((c) => c.resize(size));
}
/// Returns whether this [Game] is in debug mode or not.
///
/// Returns `false` by default. Override to use the debug mode.
/// In debug mode, the [_recordDt] method actually records every `dt` for statistics.
/// Then, you can use the [fps] method to check the game FPS.
/// You can also use this value to enable other debug behaviors for your game, like bounding box rendering, for instance.
bool debugMode() => false;
/// This is a hook that comes from the RenderBox to allow recording of render times and statistics.
@override
void _recordDt(double dt) {
if (debugMode()) {
_dts.add(dt);
}
}
/// Returns the average FPS for the last [average] measures.
///
/// The values are only saved if in debug mode (override [debugMode] to use this).
/// Selects the last [average] dts, averages then, and returns the inverse value.
/// So it's technically updates per second, but the relation between updates and renders is 1:1.
/// Returns 0 if empty.
double fps([int average = 1]) {
final List<double> dts = _dts.sublist(math.max(0, _dts.length - average));
if (dts.isEmpty) {
return 0.0;
}
final double dtSum = dts.reduce((s, t) => s + t);
final double averageDt = dtSum / average;
return 1 / averageDt;
}
/// Returns the current time in seconds with microseconds precision.
///
/// This is compatible with the `dt` value used in the [update] method.
double currentTime() {
return DateTime.now().microsecondsSinceEpoch.toDouble() /
Duration.microsecondsPerSecond;
}
}
/// This is a helper implementation of a [BaseGame] designed to allow to easily create a game with a single component.
///
/// This is useful to add sprites, animations and other Flame components "directly" to your non-game Flutter widget tree, when combined with [EmbeddedGameWidget].
class SimpleGame extends BaseGame {
SimpleGame(Component c) {
add(c);
}
}
/// This a widget to embed a game inside the Widget tree. You can use it in pair with [SimpleGame] or any other more complex [Game], as desired.
///
/// It handles for you positioning, size constraints and other factors that arise when your game is embedded within the component tree.
/// Provided it with a [Game] instance for your game and the optional size of the widget.
/// Creating this without a fixed size might mess up how other components are rendered with relation to this one in the tree.
/// You can bind Gesture Recognizers immediately around this to add controls to your widgets, with easy coordinate conversions.
class EmbeddedGameWidget extends LeafRenderObjectWidget {
final Game game;
final Position size;
EmbeddedGameWidget(this.game, {this.size});
@override
RenderBox createRenderObject(BuildContext context) {
return RenderConstrainedBox(
child: GameRenderBox(context, game),
additionalConstraints:
BoxConstraints.expand(width: size?.x, height: size?.y));
}
@override
void updateRenderObject(
BuildContext context, RenderConstrainedBox renderBox) {
renderBox
..child = GameRenderBox(context, game)
..additionalConstraints =
BoxConstraints.expand(width: size?.x, height: size?.y);
}
}
class GameRenderBox extends RenderBox with WidgetsBindingObserver {
BuildContext context;
Game game;
int _frameCallbackId;
Duration previous = Duration.zero;
GameRenderBox(this.context, this.game);
@override
bool get sizedByParent => true;
@override
void performResize() {
super.performResize();
game.resize(constraints.biggest);
}
@override
void attach(PipelineOwner owner) {
super.attach(owner);
_scheduleTick();
_bindLifecycleListener();
}
@override
void detach() {
super.detach();
_unscheduleTick();
_unbindLifecycleListener();
}
void _scheduleTick() {
_frameCallbackId = SchedulerBinding.instance.scheduleFrameCallback(_tick);
}
void _unscheduleTick() {
SchedulerBinding.instance.cancelFrameCallbackWithId(_frameCallbackId);
}
void _tick(Duration timestamp) {
if (!attached) {
return;
}
_scheduleTick();
_update(timestamp);
markNeedsPaint();
}
void _update(Duration now) {
final double dt = _computeDeltaT(now);
game._recordDt(dt);
game.update(dt);
}
double _computeDeltaT(Duration now) {
Duration delta = now - previous;
if (previous == Duration.zero) {
delta = Duration.zero;
}
previous = now;
return delta.inMicroseconds / Duration.microsecondsPerSecond;
}
@override
void paint(PaintingContext context, Offset offset) {
context.canvas.save();
context.canvas.translate(
game.builder.offset.dx + offset.dx, game.builder.offset.dy + offset.dy);
game.render(context.canvas);
context.canvas.restore();
}
void _bindLifecycleListener() {
WidgetsBinding.instance.addObserver(this);
}
void _unbindLifecycleListener() {
WidgetsBinding.instance.removeObserver(this);
}
@override
void didChangeAppLifecycleState(AppLifecycleState state) {
game.lifecycleStateChange(state);
}
}