mirror of
https://github.com/flame-engine/flame.git
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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>
72 lines
1.6 KiB
Dart
72 lines
1.6 KiB
Dart
import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/geometry.dart';
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import 'package:flame/gestures.dart';
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import 'package:flutter/material.dart' hide Image, Draggable;
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class MyCollidable extends PositionComponent
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with HasGameRef<Circles>, Hitbox, Collidable {
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late Vector2 velocity;
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final _collisionColor = Colors.amber;
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final _defaultColor = Colors.cyan;
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bool _isWallHit = false;
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bool _isCollision = false;
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MyCollidable(Vector2 position)
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: super(
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position: position,
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size: Vector2.all(100),
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anchor: Anchor.center,
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) {
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addShape(HitboxCircle());
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}
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@override
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Future<void> onLoad() async {
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final center = gameRef.size / 2;
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velocity = (center - position)..scaleTo(150);
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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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if (_isWallHit) {
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remove();
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return;
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}
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debugColor = _isCollision ? _collisionColor : _defaultColor;
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position.add(velocity * dt);
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_isCollision = false;
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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renderShapes(canvas);
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}
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@override
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void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
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if (other is ScreenCollidable) {
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_isWallHit = true;
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return;
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}
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_isCollision = true;
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}
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}
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class Circles extends BaseGame with HasCollidables, TapDetector {
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@override
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Future<void> onLoad() async {
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add(ScreenCollidable());
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}
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@override
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void onTapDown(TapDownInfo event) {
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add(MyCollidable(event.eventPosition.game));
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}
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}
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