mirror of
https://github.com/flame-engine/flame.git
synced 2025-10-31 00:48:47 +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>
56 lines
1.5 KiB
Dart
56 lines
1.5 KiB
Dart
import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/services.dart';
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import 'package:flutter/widgets.dart';
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import '../../commons/ember.dart';
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class KeyboardExample extends FlameGame with KeyboardEvents {
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static const String description = '''
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Example showcasing how to act on keyboard events.
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It also briefly showcases how to create a game without the FlameGame.
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Usage: Use A S D F to steer Ember.
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''';
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static final Paint white = BasicPalette.white.paint();
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static const int speed = 200;
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late final Ember ember;
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final Vector2 velocity = Vector2(0, 0);
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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ember = Ember(position: size / 2, size: Vector2.all(100));
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add(ember);
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}
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@override
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void update(double dt) {
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super.update(dt);
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final displacement = velocity * (speed * dt);
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ember.position.add(displacement);
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}
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@override
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KeyEventResult onKeyEvent(
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RawKeyEvent event,
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Set<LogicalKeyboardKey> keysPressed,
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) {
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final isKeyDown = event is RawKeyDownEvent;
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if (event.logicalKey == LogicalKeyboardKey.keyA) {
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velocity.x = isKeyDown ? -1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyD) {
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velocity.x = isKeyDown ? 1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyW) {
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velocity.y = isKeyDown ? -1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyS) {
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velocity.y = isKeyDown ? 1 : 0;
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}
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return super.onKeyEvent(event, keysPressed);
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}
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}
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