Files
flame/examples/lib/stories/input/keyboard_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

56 lines
1.5 KiB
Dart

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