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https://github.com/flame-engine/flame.git
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* Fix collision detection with anchor other than center * Fix rotation around anchor * Simplify advanced collision detection example * Add some tests * Simplify multiple shapes example more * Move shapeCenter logic into Shape * Render center point * More debugging in MultipleShapes * Wtf. * Re-add "possibly" calculation * Rotate shape around parent center * Only consider the parent center * Format multiple shapes example * Add simple shapes example * Add caching in polygon * Fix rendering of polygon shapes * Remove print * Add changelog entry * Fix analyze complaints * Remove all shapes that contain the pressed point * Take zoom into consideration in multiple shapes example * Remove useless import * map instead of generate * Fix position component test * Simpler negative vector2 * "Correct" format * Add ShapeComponent instead of camera aware shapes * Fix formatting * Remove zoom from collision detection example * No need for gameRef in MultipleShapes example * Fix naming in only_shapes
64 lines
1.8 KiB
Dart
64 lines
1.8 KiB
Dart
import 'dart:math';
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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:flame/palette.dart';
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import 'package:flutter/material.dart' hide Image, Draggable;
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enum Shapes { circle, rectangle, polygon }
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class OnlyShapes extends BaseGame with HasTapableComponents {
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final shapePaint = BasicPalette.red.paint()..style = PaintingStyle.stroke;
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final _rng = Random();
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Shape randomShape(Vector2 position) {
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final shapeType = Shapes.values[_rng.nextInt(Shapes.values.length)];
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const size = 50.0;
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switch (shapeType) {
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case Shapes.circle:
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return Circle(radius: size / 2, position: position);
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case Shapes.rectangle:
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return Rectangle(
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position: position,
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size: Vector2.all(size),
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angle: _rng.nextDouble() * 6,
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);
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case Shapes.polygon:
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final points = [
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Vector2.random(_rng),
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Vector2.random(_rng)..y *= -1,
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-Vector2.random(_rng),
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Vector2.random(_rng)..x *= -1,
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];
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return Polygon.fromDefinition(
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points,
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position: position,
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size: Vector2.all(size),
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angle: _rng.nextDouble() * 6,
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);
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}
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}
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@override
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void onTapDown(int pointerId, TapDownInfo event) {
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super.onTapDown(pointerId, event);
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final tapDownPoint = event.eventPosition.game;
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final component = MyShapeComponent(randomShape(tapDownPoint), shapePaint);
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add(component);
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}
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}
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class MyShapeComponent extends ShapeComponent with Tapable {
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MyShapeComponent(Shape shape, Paint shapePaint) : super(shape, shapePaint);
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@override
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bool onTapDown(TapDownInfo event) {
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remove();
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return true;
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}
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}
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