Files
flame/examples/lib/stories/components/debug_example.dart
Lukas Klingsbo 5c47d7f6d7 chore: analyze issues introduced from new dart version (#1196)
* 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>
2021-12-09 15:40:43 +01:00

79 lines
1.8 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flutter/material.dart';
class DebugExample extends FlameGame with FPSCounter {
static const String description = '''
In this example we show what you will see when setting `debugMode = true` on
your game. It is a non-interactive example.
''';
static final fpsTextPaint = TextPaint(
style: const TextStyle(color: Color(0xFFFFFFFF)),
);
@override
bool debugMode = true;
@override
Future<void> onLoad() async {
await super.onLoad();
final flameLogo = await loadSprite('flame.png');
final flame1 = LogoComponent(flameLogo);
flame1.x = 100;
flame1.y = 400;
final flame2 = LogoComponent(flameLogo);
flame2.x = 100;
flame2.y = 400;
flame2.yDirection = -1;
final flame3 = LogoComponent(flameLogo);
flame3.x = 100;
flame3.y = 400;
flame3.xDirection = -1;
add(flame1);
add(flame2);
add(flame3);
}
@override
void render(Canvas canvas) {
super.render(canvas);
if (debugMode) {
fpsTextPaint.render(canvas, fps(120).toString(), Vector2(0, 50));
}
}
}
class LogoComponent extends SpriteComponent with HasGameRef<DebugExample> {
static const int speed = 150;
int xDirection = 1;
int yDirection = 1;
LogoComponent(Sprite sprite) : super(sprite: sprite, size: sprite.srcSize);
@override
void update(double dt) {
x += xDirection * speed * dt;
final rect = toRect();
if ((x <= 0 && xDirection == -1) ||
(rect.right >= gameRef.size.x && xDirection == 1)) {
xDirection = xDirection * -1;
}
y += yDirection * speed * dt;
if ((y <= 0 && yDirection == -1) ||
(rect.bottom >= gameRef.size.y && yDirection == 1)) {
yDirection = yDirection * -1;
}
}
}