Files
Luan Nico 63994ebcd8 fix!: Add DisplacementEvent to fix delta coordinate transformations for drag events (#2871)
This adds `DisplacementEvent` to fix delta coordinate transformations
for drag events, to be used instead of `PositionEvent`.
Drag Events now expose the start and end position, as well as the delta,
correctly transformed by the camera and zoom.
This also ensures that drag events, once starts, do not get lost if the
drag update leaves the component bounds.



* if you are using `DragUpdateEvent` events, the `devicePosition`,
`canvasPosition`, `localPosition`, and `delta` are deprecated as they
are unclear.
* use `xStartPosition` to get the position at the start of the drag
event ("from")
* use `xEndPosition` to get the position at the end of the drag event
("to")
* if you want the delta, use `localDelta`. it now already considers the
camera zoom. no need to manually account for that
* now you keep receiving drag events for the same component even if the
mouse leaves the component (breaking)

---------

Co-authored-by: Lukas Klingsbo <lukas.klingsbo@gmail.com>
2023-11-30 16:40:26 +01:00

446 lines
14 KiB
Dart

import 'dart:math';
import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/effects.dart';
import 'package:flame/events.dart';
import 'package:flutter/animation.dart';
import '../klondike_game.dart';
import '../klondike_world.dart';
import '../pile.dart';
import '../rank.dart';
import '../suit.dart';
import 'foundation_pile.dart';
import 'stock_pile.dart';
import 'tableau_pile.dart';
class Card extends PositionComponent
with DragCallbacks, TapCallbacks, HasWorldReference<KlondikeWorld> {
Card(int intRank, int intSuit)
: rank = Rank.fromInt(intRank),
suit = Suit.fromInt(intSuit),
super(
size: KlondikeGame.cardSize,
);
final Rank rank;
final Suit suit;
Pile? pile;
bool _faceUp = false;
bool _isAnimatedFlip = false;
bool _isFaceUpView = false;
bool _isDragging = false;
Vector2 _whereCardStarted = Vector2(0, 0);
final List<Card> attachedCards = [];
bool get isFaceUp => _faceUp;
bool get isFaceDown => !_faceUp;
void flip() {
if (_isAnimatedFlip) {
// Let the animation determine the FaceUp/FaceDown state.
_faceUp = _isFaceUpView;
} else {
// No animation: flip and render the card immediately.
_faceUp = !_faceUp;
_isFaceUpView = _faceUp;
}
}
@override
String toString() => rank.label + suit.label; // e.g. "Q♠" or "10♦"
//#region Rendering
@override
void render(Canvas canvas) {
if (_isFaceUpView) {
_renderFront(canvas);
} else {
_renderBack(canvas);
}
}
static final Paint backBackgroundPaint = Paint()
..color = const Color(0xff380c02);
static final Paint backBorderPaint1 = Paint()
..color = const Color(0xffdbaf58)
..style = PaintingStyle.stroke
..strokeWidth = 10;
static final Paint backBorderPaint2 = Paint()
..color = const Color(0x5CEF971B)
..style = PaintingStyle.stroke
..strokeWidth = 35;
static final RRect cardRRect = RRect.fromRectAndRadius(
KlondikeGame.cardSize.toRect(),
const Radius.circular(KlondikeGame.cardRadius),
);
static final RRect backRRectInner = cardRRect.deflate(40);
static final Sprite flameSprite = klondikeSprite(1367, 6, 357, 501);
void _renderBack(Canvas canvas) {
canvas.drawRRect(cardRRect, backBackgroundPaint);
canvas.drawRRect(cardRRect, backBorderPaint1);
canvas.drawRRect(backRRectInner, backBorderPaint2);
flameSprite.render(canvas, position: size / 2, anchor: Anchor.center);
}
static final Paint frontBackgroundPaint = Paint()
..color = const Color(0xff000000);
static final Paint redBorderPaint = Paint()
..color = const Color(0xffece8a3)
..style = PaintingStyle.stroke
..strokeWidth = 10;
static final Paint blackBorderPaint = Paint()
..color = const Color(0xff7ab2e8)
..style = PaintingStyle.stroke
..strokeWidth = 10;
static final blueFilter = Paint()
..colorFilter = const ColorFilter.mode(
Color(0x880d8bff),
BlendMode.srcATop,
);
static final Sprite redJack = klondikeSprite(81, 565, 562, 488);
static final Sprite redQueen = klondikeSprite(717, 541, 486, 515);
static final Sprite redKing = klondikeSprite(1305, 532, 407, 549);
static final Sprite blackJack = klondikeSprite(81, 565, 562, 488)
..paint = blueFilter;
static final Sprite blackQueen = klondikeSprite(717, 541, 486, 515)
..paint = blueFilter;
static final Sprite blackKing = klondikeSprite(1305, 532, 407, 549)
..paint = blueFilter;
void _renderFront(Canvas canvas) {
canvas.drawRRect(cardRRect, frontBackgroundPaint);
canvas.drawRRect(
cardRRect,
suit.isRed ? redBorderPaint : blackBorderPaint,
);
final rankSprite = suit.isBlack ? rank.blackSprite : rank.redSprite;
final suitSprite = suit.sprite;
_drawSprite(canvas, rankSprite, 0.1, 0.08);
_drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5);
_drawSprite(canvas, rankSprite, 0.1, 0.08, rotate: true);
_drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5, rotate: true);
switch (rank.value) {
case 1:
_drawSprite(canvas, suitSprite, 0.5, 0.5, scale: 2.5);
break;
case 2:
_drawSprite(canvas, suitSprite, 0.5, 0.25);
_drawSprite(canvas, suitSprite, 0.5, 0.25, rotate: true);
break;
case 3:
_drawSprite(canvas, suitSprite, 0.5, 0.2);
_drawSprite(canvas, suitSprite, 0.5, 0.5);
_drawSprite(canvas, suitSprite, 0.5, 0.2, rotate: true);
break;
case 4:
_drawSprite(canvas, suitSprite, 0.3, 0.25);
_drawSprite(canvas, suitSprite, 0.7, 0.25);
_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
break;
case 5:
_drawSprite(canvas, suitSprite, 0.3, 0.25);
_drawSprite(canvas, suitSprite, 0.7, 0.25);
_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
_drawSprite(canvas, suitSprite, 0.5, 0.5);
break;
case 6:
_drawSprite(canvas, suitSprite, 0.3, 0.25);
_drawSprite(canvas, suitSprite, 0.7, 0.25);
_drawSprite(canvas, suitSprite, 0.3, 0.5);
_drawSprite(canvas, suitSprite, 0.7, 0.5);
_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
break;
case 7:
_drawSprite(canvas, suitSprite, 0.3, 0.2);
_drawSprite(canvas, suitSprite, 0.7, 0.2);
_drawSprite(canvas, suitSprite, 0.5, 0.35);
_drawSprite(canvas, suitSprite, 0.3, 0.5);
_drawSprite(canvas, suitSprite, 0.7, 0.5);
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
break;
case 8:
_drawSprite(canvas, suitSprite, 0.3, 0.2);
_drawSprite(canvas, suitSprite, 0.7, 0.2);
_drawSprite(canvas, suitSprite, 0.5, 0.35);
_drawSprite(canvas, suitSprite, 0.3, 0.5);
_drawSprite(canvas, suitSprite, 0.7, 0.5);
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
_drawSprite(canvas, suitSprite, 0.5, 0.35, rotate: true);
break;
case 9:
_drawSprite(canvas, suitSprite, 0.3, 0.2);
_drawSprite(canvas, suitSprite, 0.7, 0.2);
_drawSprite(canvas, suitSprite, 0.5, 0.3);
_drawSprite(canvas, suitSprite, 0.3, 0.4);
_drawSprite(canvas, suitSprite, 0.7, 0.4);
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
_drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
break;
case 10:
_drawSprite(canvas, suitSprite, 0.3, 0.2);
_drawSprite(canvas, suitSprite, 0.7, 0.2);
_drawSprite(canvas, suitSprite, 0.5, 0.3);
_drawSprite(canvas, suitSprite, 0.3, 0.4);
_drawSprite(canvas, suitSprite, 0.7, 0.4);
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
_drawSprite(canvas, suitSprite, 0.5, 0.3, rotate: true);
_drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
_drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
break;
case 11:
_drawSprite(canvas, suit.isRed ? redJack : blackJack, 0.5, 0.5);
break;
case 12:
_drawSprite(canvas, suit.isRed ? redQueen : blackQueen, 0.5, 0.5);
break;
case 13:
_drawSprite(canvas, suit.isRed ? redKing : blackKing, 0.5, 0.5);
break;
}
}
void _drawSprite(
Canvas canvas,
Sprite sprite,
double relativeX,
double relativeY, {
double scale = 1,
bool rotate = false,
}) {
if (rotate) {
canvas.save();
canvas.translate(size.x / 2, size.y / 2);
canvas.rotate(pi);
canvas.translate(-size.x / 2, -size.y / 2);
}
sprite.render(
canvas,
position: Vector2(relativeX * size.x, relativeY * size.y),
anchor: Anchor.center,
size: sprite.srcSize.scaled(scale),
);
if (rotate) {
canvas.restore();
}
}
//#endregion
//#region Card-Dragging
@override
void onDragStart(DragStartEvent event) {
super.onDragStart(event);
if (pile?.canMoveCard(this, MoveMethod.drag) ?? false) {
_isDragging = true;
priority = 100;
// Copy each co-ord, else _whereCardStarted changes as the position does.
_whereCardStarted = Vector2(position.x, position.y);
if (pile is TableauPile) {
attachedCards.clear();
final extraCards = (pile! as TableauPile).cardsOnTop(this);
for (final card in extraCards) {
card.priority = attachedCards.length + 101;
attachedCards.add(card);
}
}
}
}
@override
void onDragUpdate(DragUpdateEvent event) {
if (!_isDragging) {
return;
}
final delta = event.localDelta;
position.add(delta);
attachedCards.forEach((card) => card.position.add(delta));
}
@override
void onDragEnd(DragEndEvent event) {
super.onDragEnd(event);
if (!_isDragging) {
return;
}
_isDragging = false;
// Find out what is under the center-point of this card when it is dropped.
final dropPiles = parent!
.componentsAtPoint(position + size / 2)
.whereType<Pile>()
.toList();
if (dropPiles.isNotEmpty) {
if (dropPiles.first.canAcceptCard(this)) {
// Found a Pile.
// Move card(s) gracefully into position on the receiving pile.
pile!.removeCard(this, MoveMethod.drag);
if (dropPiles.first is TableauPile) {
// Get TableauPile to handle positions, priorities and moves of cards.
(dropPiles.first as TableauPile).dropCards(this, attachedCards);
attachedCards.clear();
} else {
// Drop a single card onto a FoundationPile.
final dropPosition = (dropPiles.first as FoundationPile).position;
doMove(
dropPosition,
onComplete: () {
dropPiles.first.acquireCard(this);
},
);
}
return;
}
}
// Invalid drop (middle of nowhere, invalid pile or invalid card for pile).
doMove(
_whereCardStarted,
onComplete: () {
pile!.returnCard(this);
},
);
if (attachedCards.isNotEmpty) {
attachedCards.forEach((card) {
final offset = card.position - position;
card.doMove(
_whereCardStarted + offset,
onComplete: () {
pile!.returnCard(card);
},
);
});
attachedCards.clear();
}
}
//#endregion
//#region Card-Tapping
// Tap a face-up card to make it auto-move and go out (if acceptable), but
// if it is face-down and on the Stock Pile, pass the event to that pile.
@override
void onTapUp(TapUpEvent event) {
if (pile?.canMoveCard(this, MoveMethod.tap) ?? false) {
final suitIndex = suit.value;
if (world.foundations[suitIndex].canAcceptCard(this)) {
pile!.removeCard(this, MoveMethod.tap);
doMove(
world.foundations[suitIndex].position,
onComplete: () {
world.foundations[suitIndex].acquireCard(this);
},
);
}
} else if (pile is StockPile) {
world.stock.onTapUp(event);
}
}
//#endRegion
//#region Effects
void doMove(
Vector2 to, {
double speed = 10.0,
double start = 0.0,
Curve curve = Curves.easeOutQuad,
VoidCallback? onComplete,
bool bumpPriority = true,
}) {
assert(speed > 0.0, 'Speed must be > 0 widths per second');
final dt = (to - position).length / (speed * size.x);
assert(dt > 0, 'Distance to move must be > 0');
if (bumpPriority) {
priority = 100;
}
add(
MoveToEffect(
to,
EffectController(duration: dt, startDelay: start, curve: curve),
onComplete: () {
onComplete?.call();
},
),
);
}
void doMoveAndFlip(
Vector2 to, {
double speed = 10.0,
double start = 0.0,
Curve curve = Curves.easeOutQuad,
VoidCallback? whenDone,
}) {
assert(speed > 0.0, 'Speed must be > 0 widths per second');
final dt = (to - position).length / (speed * size.x);
assert(dt > 0, 'Distance to move must be > 0');
priority = 100;
add(
MoveToEffect(
to,
EffectController(duration: dt, startDelay: start, curve: curve),
onComplete: () {
turnFaceUp(
onComplete: whenDone,
);
},
),
);
}
void turnFaceUp({
double time = 0.3,
double start = 0.0,
VoidCallback? onComplete,
}) {
assert(!_isFaceUpView, 'Card must be face-down before turning face-up.');
assert(time > 0.0, 'Time to turn card over must be > 0');
assert(start >= 0.0, 'Start tim must be >= 0');
_isAnimatedFlip = true;
anchor = Anchor.topCenter;
position += Vector2(width / 2, 0);
priority = 100;
add(
ScaleEffect.to(
Vector2(scale.x / 100, scale.y),
EffectController(
startDelay: start,
curve: Curves.easeOutSine,
duration: time / 2,
onMax: () {
_isFaceUpView = true;
},
reverseDuration: time / 2,
onMin: () {
_isAnimatedFlip = false;
_faceUp = true;
anchor = Anchor.topLeft;
position -= Vector2(width / 2, 0);
},
),
onComplete: () {
onComplete?.call();
},
),
);
}
//#endregion
}