mirror of
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* some initial refactoring * Fixing examples and joystick component * Fixing examples * Addressing comments from PR * Fixing tutorials * Updating docs * Fixing tests * PR followup * A big follow up * linting * doc nit * Changelog and fix tutorial * Addressing comments * Fixing BaseGame project and scale offset methods * Formatting * doc suggestions * Update packages/flame/lib/src/gestures/events.dart Co-authored-by: Luan Nico <luanpotter27@gmail.com> * Hopefully, the last follow up * Linting and adding dart-code-metrics again * fixing tutorial Co-authored-by: Luan Nico <luanpotter27@gmail.com>
70 lines
1.7 KiB
Dart
70 lines
1.7 KiB
Dart
import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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import 'package:flame/gestures.dart';
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class BasicAnimations extends BaseGame with TapDetector {
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late Image chopper;
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late Image creature;
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late SpriteAnimation animation;
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@override
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Future<void> onLoad() async {
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chopper = await images.load('animations/chopper.png');
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creature = await images.load('animations/creature.png');
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animation = SpriteAnimation.fromFrameData(
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chopper,
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SpriteAnimationData.sequenced(
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amount: 4,
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textureSize: Vector2.all(48),
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stepTime: 0.15,
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),
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);
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final spriteSize = Vector2.all(100.0);
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final animationComponent2 = SpriteAnimationComponent(
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animation: animation,
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size: spriteSize,
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);
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animationComponent2.x = size.x / 2 - spriteSize.x;
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animationComponent2.y = spriteSize.y;
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final reversedAnimationComponent = SpriteAnimationComponent(
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animation: animation.reversed(),
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size: spriteSize,
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);
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reversedAnimationComponent.x = size.x / 2;
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reversedAnimationComponent.y = spriteSize.y;
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add(animationComponent2);
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add(reversedAnimationComponent);
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}
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void addAnimation(Vector2 position) {
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final size = Vector2(291, 178);
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final animationComponent = SpriteAnimationComponent.fromFrameData(
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creature,
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SpriteAnimationData.sequenced(
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amount: 18,
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amountPerRow: 10,
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textureSize: size,
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stepTime: 0.15,
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loop: false,
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),
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size: size,
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removeOnFinish: true,
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);
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animationComponent.position = position - size / 2;
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add(animationComponent);
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}
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@override
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void onTapDown(TapDownInfo event) {
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addAnimation(event.eventPosition.game);
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}
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}
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