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Luan Nico 71f7b475e3 refactor: Mark semantically final variables as final (or const) proper [DCM] (#2783)
I was playing around with the rule avoid-global-state
While I don't think we should enable it, because we do have several totally legitimate cases of what the rule considers global state, it did help me find any current cases where the things just should be final constants.
So this PR will mark semantically final variables as final (or const) proper, exclusively on examples (no violations on actual src code are legit).
2023-10-02 09:45:42 +02:00

85 lines
2.0 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame/palette.dart';
import 'package:flame_audio/flame_audio.dart';
import 'package:flutter/widgets.dart' hide Animation;
void main() {
runApp(GameWidget(game: AudioGame()));
}
/// This example game showcases three possible use cases:
///
/// 1. Use the static FlameAudio class to easily fire a sfx using the default
/// configs for the button tap.
/// 2. Uses a custom AudioPool for extremely efficient audio loading and pooling
/// for tapping elsewhere.
/// 3. Uses the Bgm utility for background music.
class AudioGame extends FlameGame with TapDetector {
static final Paint black = BasicPalette.black.paint();
static final Paint gray = const PaletteEntry(Color(0xFFCCCCCC)).paint();
static final TextPaint text = TextPaint(
style: TextStyle(color: BasicPalette.white.color),
);
late AudioPool pool;
@override
Future<void> onLoad() async {
pool = await FlameAudio.createPool(
'sfx/fire_2.mp3',
minPlayers: 3,
maxPlayers: 4,
);
startBgmMusic();
}
Rect get button => Rect.fromLTWH(20, size.y - 300, size.x - 40, 200);
void startBgmMusic() {
FlameAudio.bgm.initialize();
FlameAudio.bgm.play('music/bg_music.ogg');
}
void fireOne() {
FlameAudio.play('sfx/fire_1.mp3');
}
void fireTwo() {
pool.start();
}
@override
void render(Canvas canvas) {
super.render(canvas);
canvas.drawRect(size.toRect(), black);
text.render(
canvas,
'(click anywhere for 1)',
Vector2(size.x / 2, 200),
anchor: Anchor.topCenter,
);
canvas.drawRect(button, gray);
text.render(
canvas,
'click here for 2',
Vector2(size.x / 2, size.y - 200),
anchor: Anchor.bottomCenter,
);
}
@override
void onTapDown(TapDownInfo info) {
if (button.containsPoint(info.eventPosition.game)) {
fireTwo();
} else {
fireOne();
}
}
}