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			559 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			559 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'dart:async';
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import 'dart:math';
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import 'package:flame/components.dart' hide Timer;
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import 'package:flame/game.dart';
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import 'package:flame/particles.dart';
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import 'package:flame/sprite.dart';
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import 'package:flame/timer.dart' as flame_timer;
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import 'package:flutter/material.dart' hide Image;
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class ParticlesExample extends FlameGame {
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  static const String description = '''
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    In this example we show how to render a lot of different particles.
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  ''';
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  /// Defines dimensions of the sample
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  /// grid to be displayed on the screen,
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  /// 5x5 in this particular case
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  static const gridSize = 5.0;
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  static const steps = 5;
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  /// Miscellaneous values used
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  /// by examples below
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  final Random rnd = Random();
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  Timer? spawnTimer;
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  final StepTween steppedTween = StepTween(begin: 0, end: 5);
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  final trafficLight = TrafficLightComponent();
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  /// Defines the lifespan of all the particles in these examples
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  final sceneDuration = const Duration(seconds: 1);
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  Vector2 get cellSize => size / gridSize;
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  Vector2 get halfCellSize => cellSize / 2;
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  @override
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  Future<void> onLoad() async {
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    await images.load('zap.png');
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    await images.load('boom.png');
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  }
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  @override
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  void onMount() {
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    spawnParticles();
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    // Spawn new particles every second
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    spawnTimer = Timer.periodic(sceneDuration, (_) {
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      spawnParticles();
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    });
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  }
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  @override
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  void onRemove() {
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    super.onRemove();
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    spawnTimer?.cancel();
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  }
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  /// Showcases various different uses of [Particle]
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  /// and its derivatives
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  void spawnParticles() {
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    // Contains sample particles, in order by complexity
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    // and amount of used features. Jump to source for more explanation on each
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    final particles = <Particle>[
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      circle(),
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      smallWhiteCircle(),
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      movingParticle(),
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      randomMovingParticle(),
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      alignedMovingParticles(),
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      easedMovingParticle(),
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      intervalMovingParticle(),
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      computedParticle(),
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      chainingBehaviors(),
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      steppedComputedParticle(),
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      reuseParticles(),
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      imageParticle(),
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      reuseImageParticle(),
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      rotatingImage(),
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      acceleratedParticles(),
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      paintParticle(),
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      spriteParticle(),
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      animationParticle(),
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      fireworkParticle(),
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      componentParticle(),
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    ];
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    // Place all the [Particle] instances
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    // defined above in a grid on the screen
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    // as per defined grid parameters
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    do {
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      final particle = particles.removeLast();
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      final col = particles.length % gridSize;
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      final row = (particles.length ~/ gridSize).toDouble();
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      final cellCenter = (cellSize..multiply(Vector2(col, row))) + halfCellSize;
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      add(
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        // Bind all the particles to a [Component] update
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        // lifecycle from the [FlameGame].
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        ParticleSystemComponent(
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          particle: TranslatedParticle(
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            lifespan: 1,
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            offset: cellCenter,
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            child: particle,
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          ),
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        ),
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      );
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    } while (particles.isNotEmpty);
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  }
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  /// Simple static circle, doesn't move or
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  /// change any of its attributes
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  Particle circle() {
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    return CircleParticle(
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      paint: Paint()..color = Colors.white10,
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    );
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  }
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  /// This one will is a bit smaller,
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  /// and a bit less transparent
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  Particle smallWhiteCircle() {
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    return CircleParticle(
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      radius: 5.0,
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      paint: Paint()..color = Colors.white,
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    );
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  }
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  /// Particle which is moving from
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  /// one predefined position to another one
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  Particle movingParticle() {
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    return MovingParticle(
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      /// This parameter is optional, will default to [Vector2.zero]
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      from: Vector2(-20, -20),
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      to: Vector2(20, 20),
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      child: CircleParticle(paint: Paint()..color = Colors.amber),
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    );
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  }
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  /// [Particle] which is moving to a random direction
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  /// within each cell each time created
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  Particle randomMovingParticle() {
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    return MovingParticle(
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      to: randomCellVector2(),
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      child: CircleParticle(
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        radius: 5 + rnd.nextDouble() * 5,
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        paint: Paint()..color = Colors.red,
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      ),
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    );
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  }
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  /// Generates 5 particles, each moving
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  /// symmetrically within grid cell
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  Particle alignedMovingParticles() {
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    return Particle.generate(
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      count: 5,
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      generator: (i) {
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        final currentColumn = (cellSize.x / 5) * i - halfCellSize.x;
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        return MovingParticle(
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          from: Vector2(currentColumn, -halfCellSize.y),
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          to: Vector2(currentColumn, halfCellSize.y),
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          child: CircleParticle(
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            radius: 2.0,
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            paint: Paint()..color = Colors.blue,
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          ),
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        );
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      },
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    );
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  }
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  /// Burst of 5 particles each moving
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  /// to a random direction within the cell
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  Particle randomMovingParticles() {
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    return Particle.generate(
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      count: 5,
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      generator: (i) => MovingParticle(
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        to: randomCellVector2()..scale(.5),
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        child: CircleParticle(
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          radius: 5 + rnd.nextDouble() * 5,
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          paint: Paint()..color = Colors.deepOrange,
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        ),
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      ),
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    );
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  }
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  /// Same example as above, but
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  /// with easing, utilising [CurvedParticle] extension
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  Particle easedMovingParticle() {
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    return Particle.generate(
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      count: 5,
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      generator: (i) => MovingParticle(
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        curve: Curves.easeOutQuad,
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        to: randomCellVector2()..scale(.5),
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        child: CircleParticle(
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          radius: 5 + rnd.nextDouble() * 5,
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          paint: Paint()..color = Colors.deepPurple,
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        ),
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      ),
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    );
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  }
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  /// Same example as above, but using awesome [Interval]
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  /// curve, which "schedules" transition to happen between
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  /// certain values of progress. In this example, circles will
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  /// move from their initial to their final position
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  /// when progress is changing from 0.2 to 0.6 respectively.
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  Particle intervalMovingParticle() {
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    return Particle.generate(
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      count: 5,
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      generator: (i) => MovingParticle(
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        curve: const Interval(.2, .6, curve: Curves.easeInOutCubic),
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        to: randomCellVector2()..scale(.5),
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        child: CircleParticle(
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          radius: 5 + rnd.nextDouble() * 5,
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          paint: Paint()..color = Colors.greenAccent,
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        ),
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      ),
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    );
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  }
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  /// A [ComputedParticle] completely delegates all the rendering
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  /// to an external function, hence It's very flexible, as you can implement
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  /// any currently missing behavior with it.
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  /// Also, it allows to optimize complex behaviors by avoiding nesting too
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  /// many [Particle] together and having all the computations in place.
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  Particle computedParticle() {
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    return ComputedParticle(
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      renderer: (canvas, particle) => canvas.drawCircle(
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        Offset.zero,
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        particle.progress * halfCellSize.x,
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        Paint()
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          ..color = Color.lerp(
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            Colors.red,
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            Colors.blue,
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            particle.progress,
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          )!,
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      ),
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    );
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  }
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  /// Using [ComputedParticle] to use custom tweening
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  /// In reality, you would like to keep as much of renderer state
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  /// defined outside and reused between each call
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  Particle steppedComputedParticle() {
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    return ComputedParticle(
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      lifespan: 2,
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      renderer: (canvas, particle) {
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        const steps = 5;
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        final steppedProgress =
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            steppedTween.transform(particle.progress) / steps;
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        canvas.drawCircle(
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          Offset.zero,
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          (1 - steppedProgress) * halfCellSize.x,
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          Paint()
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            ..color = Color.lerp(
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              Colors.red,
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              Colors.blue,
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              steppedProgress,
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            )!,
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        );
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      },
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    );
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  }
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  /// Particle which is used in example below
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  Particle? reusablePatricle;
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  /// A burst of white circles which actually using a single circle
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  /// as a form of optimization. Look for reusing parts of particle effects
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  /// whenever possible, as there are limits which are relatively easy to reach.
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  Particle reuseParticles() {
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    reusablePatricle ??= circle();
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    return Particle.generate(
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      generator: (i) => MovingParticle(
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        curve: Interval(rnd.nextDouble() * .1, rnd.nextDouble() * .8 + .1),
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        to: randomCellVector2()..scale(.5),
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        child: reusablePatricle!,
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      ),
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    );
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  }
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  /// Simple static image particle which doesn't do much.
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  /// Images are great examples of where assets should
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  /// be reused across particles. See example below for more details.
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  Particle imageParticle() {
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    return ImageParticle(
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      size: Vector2.all(24),
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      image: images.fromCache('zap.png'),
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    );
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  }
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  /// Particle which is used in example below
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  Particle? reusableImageParticle;
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  /// A single [imageParticle] is drawn 9 times
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  /// in a grid within grid cell. Looks as 9 particles
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  /// to user, saves us 8 particle objects.
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  Particle reuseImageParticle() {
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    const count = 9;
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    const perLine = 3;
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    const imageSize = 24.0;
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    final colWidth = cellSize.x / perLine;
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    final rowHeight = cellSize.y / perLine;
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    reusableImageParticle ??= imageParticle();
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    return Particle.generate(
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      count: count,
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      generator: (i) => TranslatedParticle(
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        offset: Vector2(
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          (i % perLine) * colWidth - halfCellSize.x + imageSize,
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          (i ~/ perLine) * rowHeight - halfCellSize.y + imageSize,
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        ),
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        child: reusableImageParticle!,
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      ),
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    );
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  }
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  /// [RotatingParticle] is a simple container which rotates
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  /// a child particle passed to it.
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  /// As you can see, we're reusing [imageParticle] from example above.
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  /// Such a composability is one of the main implementation features.
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  Particle rotatingImage({double initialAngle = 0}) {
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    return RotatingParticle(from: initialAngle, child: imageParticle());
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  }
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  /// [AcceleratedParticle] is a very basic acceleration physics container,
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  /// which could help implementing such behaviors as gravity, or adding
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  /// some non-linearity to something like [MovingParticle]
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  Particle acceleratedParticles() {
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    return Particle.generate(
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      generator: (i) => AcceleratedParticle(
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        speed:
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            Vector2(rnd.nextDouble() * 600 - 300, -rnd.nextDouble() * 600) * .2,
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        acceleration: Vector2(0, 200),
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        child: rotatingImage(initialAngle: rnd.nextDouble() * pi),
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      ),
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    );
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  }
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  /// [PaintParticle] allows to perform basic composite operations
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  /// by specifying custom [Paint].
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  /// Be aware that it's very easy to get *really* bad performance
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  /// misusing composites.
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  Particle paintParticle() {
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    final colors = [
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      const Color(0xffff0000),
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      const Color(0xff00ff00),
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      const Color(0xff0000ff),
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    ];
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    final positions = [
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      Vector2(-10, 10),
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      Vector2(10, 10),
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      Vector2(0, -14),
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    ];
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    return Particle.generate(
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      count: 3,
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      generator: (i) => PaintParticle(
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        paint: Paint()..blendMode = BlendMode.difference,
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        child: MovingParticle(
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          curve: SineCurve(),
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          from: positions[i],
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          to: i == 0 ? positions.last : positions[i - 1],
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          child: CircleParticle(
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            radius: 20.0,
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            paint: Paint()..color = colors[i],
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          ),
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        ),
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      ),
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    );
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  }
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  /// [SpriteParticle] allows easily embed
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  /// Flame's [Sprite] into the effect.
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  Particle spriteParticle() {
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    return SpriteParticle(
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      sprite: Sprite(images.fromCache('zap.png')),
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      size: cellSize * .5,
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    );
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  }
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  /// An [SpriteAnimationParticle] takes a Flame [SpriteAnimation]
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  /// and plays it during the particle lifespan.
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  Particle animationParticle() {
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    return SpriteAnimationParticle(
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      animation: getBoomAnimation(),
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      size: Vector2(128, 128),
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    );
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  }
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  /// [ComponentParticle] proxies particle lifecycle hooks
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  /// to its child [Component]. In example below, [Component] is
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  /// reused between particle effects and has internal behavior
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  /// which is independent from the parent [Particle].
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  Particle componentParticle() {
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    return MovingParticle(
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      from: -halfCellSize * .2,
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      to: halfCellSize * .2,
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      curve: SineCurve(),
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      child: ComponentParticle(component: trafficLight),
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    );
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  }
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  /// Not very realistic firework, yet it highlights
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  /// use of [ComputedParticle] within other particles,
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  /// mixing predefined and fully custom behavior.
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  Particle fireworkParticle() {
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    // A pallete to paint over the "sky"
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    final paints = [
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      Colors.amber,
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      Colors.amberAccent,
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      Colors.red,
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      Colors.redAccent,
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      Colors.yellow,
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      Colors.yellowAccent,
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      // Adds a nice "lense" tint
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      // to overall effect
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      Colors.blue,
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    ].map((color) => Paint()..color = color).toList();
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    return Particle.generate(
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      generator: (i) {
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        final initialSpeed = randomCellVector2();
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        final deceleration = initialSpeed * -1;
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        final gravity = Vector2(0, 40);
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        return AcceleratedParticle(
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          speed: initialSpeed,
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          acceleration: deceleration + gravity,
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          child: ComputedParticle(
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            renderer: (canvas, particle) {
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              final paint = randomElement(paints);
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              // Override the color to dynamically update opacity
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              paint.color = paint.color.withOpacity(1 - particle.progress);
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              canvas.drawCircle(
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                Offset.zero,
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                // Closer to the end of lifespan particles
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                // will turn into larger glaring circles
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                rnd.nextDouble() * particle.progress > .6
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                    ? rnd.nextDouble() * (50 * particle.progress)
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                    : 2 + (3 * particle.progress),
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                paint,
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              );
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            },
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          ),
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        );
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      },
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    );
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  }
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  /// [Particle] base class exposes a number
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  /// of convenience wrappers to make positioning.
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  ///
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  /// Just remember that the less chaining and nesting - the
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  /// better for performance!
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  Particle chainingBehaviors() {
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    final paint = Paint()..color = randomMaterialColor();
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    final rect = ComputedParticle(
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      renderer: (canvas, _) => canvas.drawRect(
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        Rect.fromCenter(center: Offset.zero, width: 10, height: 10),
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        paint,
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      ),
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    );
 | 
						|
 | 
						|
    return ComposedParticle(
 | 
						|
      children: [
 | 
						|
        rect
 | 
						|
            .rotating(to: pi / 2)
 | 
						|
            .moving(to: -cellSize)
 | 
						|
            .scaled(2)
 | 
						|
            .accelerated(acceleration: halfCellSize * 5)
 | 
						|
            .translated(halfCellSize),
 | 
						|
        rect
 | 
						|
            .rotating(to: -pi)
 | 
						|
            .moving(to: Vector2(1, -1)..multiply(cellSize))
 | 
						|
            .scaled(2)
 | 
						|
            .translated(Vector2(1, -1)..multiply(halfCellSize))
 | 
						|
            .accelerated(acceleration: Vector2(-5, 5)..multiply(halfCellSize)),
 | 
						|
      ],
 | 
						|
    );
 | 
						|
  }
 | 
						|
 | 
						|
  /// Returns random [Vector2] within a virtual grid cell
 | 
						|
  Vector2 randomCellVector2() {
 | 
						|
    return (Vector2.random() - Vector2.random())..multiply(cellSize);
 | 
						|
  }
 | 
						|
 | 
						|
  /// Returns random [Color] from primary swatches
 | 
						|
  /// of material palette
 | 
						|
  Color randomMaterialColor() {
 | 
						|
    return Colors.primaries[rnd.nextInt(Colors.primaries.length)];
 | 
						|
  }
 | 
						|
 | 
						|
  /// Returns a random element from a given list
 | 
						|
  T randomElement<T>(List<T> list) {
 | 
						|
    return list[rnd.nextInt(list.length)];
 | 
						|
  }
 | 
						|
 | 
						|
  /// Sample "explosion" animation for [SpriteAnimationParticle] example
 | 
						|
  SpriteAnimation getBoomAnimation() {
 | 
						|
    const columns = 8;
 | 
						|
    const rows = 8;
 | 
						|
    const frames = columns * rows;
 | 
						|
    final spriteImage = images.fromCache('boom.png');
 | 
						|
    final spritesheet = SpriteSheet.fromColumnsAndRows(
 | 
						|
      image: spriteImage,
 | 
						|
      columns: columns,
 | 
						|
      rows: rows,
 | 
						|
    );
 | 
						|
    final sprites = List<Sprite>.generate(frames, spritesheet.getSpriteById);
 | 
						|
    return SpriteAnimation.spriteList(sprites, stepTime: 0.1);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
Future<FlameGame> loadGame() async {
 | 
						|
  WidgetsFlutterBinding.ensureInitialized();
 | 
						|
 | 
						|
  return ParticlesExample();
 | 
						|
}
 | 
						|
 | 
						|
/// A curve which maps sinus output (-1..1,0..pi)
 | 
						|
/// to an oscillating (0..1..0,0..1), essentially "ease-in-out and back"
 | 
						|
class SineCurve extends Curve {
 | 
						|
  @override
 | 
						|
  double transformInternal(double t) {
 | 
						|
    return (sin(pi * (t * 2 - 1 / 2)) + 1) / 2;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/// Sample for [ComponentParticle], changes its colors
 | 
						|
/// each 2s of registered lifetime.
 | 
						|
class TrafficLightComponent extends Component {
 | 
						|
  final Rect rect = Rect.fromCenter(center: Offset.zero, height: 32, width: 32);
 | 
						|
  final flame_timer.Timer colorChangeTimer = flame_timer.Timer(2, repeat: true);
 | 
						|
  final colors = <Color>[
 | 
						|
    Colors.green,
 | 
						|
    Colors.orange,
 | 
						|
    Colors.red,
 | 
						|
  ];
 | 
						|
 | 
						|
  @override
 | 
						|
  void onMount() {
 | 
						|
    colorChangeTimer.start();
 | 
						|
  }
 | 
						|
 | 
						|
  @override
 | 
						|
  void render(Canvas c) {
 | 
						|
    c.drawRect(rect, Paint()..color = currentColor);
 | 
						|
  }
 | 
						|
 | 
						|
  @override
 | 
						|
  void update(double dt) {
 | 
						|
    colorChangeTimer.update(dt);
 | 
						|
  }
 | 
						|
 | 
						|
  Color get currentColor {
 | 
						|
    return colors[(colorChangeTimer.progress * colors.length).toInt()];
 | 
						|
  }
 | 
						|
}
 |