mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-01 19:12:31 +08:00
67 lines
1.9 KiB
Dart
67 lines
1.9 KiB
Dart
import 'package:flame/components.dart';
|
|
import 'package:flame/palette.dart';
|
|
import 'package:flame_forge2d/flame_forge2d.dart';
|
|
import 'package:flame_forge2d/forge2d_game.dart';
|
|
import 'package:flutter/material.dart';
|
|
import 'package:forge2d/forge2d.dart';
|
|
|
|
import 'balls.dart';
|
|
import 'boundaries.dart';
|
|
|
|
class CompositionSample extends Forge2DGame with HasTappables {
|
|
static const info = '''
|
|
This example shows how to compose a `BodyComponent` together with a normal Flame
|
|
component. Click the ball to see the number increment.
|
|
''';
|
|
|
|
CompositionSample() : super(zoom: 20, gravity: Vector2(0, -10.0));
|
|
|
|
@override
|
|
Future<void> onLoad() async {
|
|
await super.onLoad();
|
|
final boundaries = createBoundaries(this);
|
|
boundaries.forEach(add);
|
|
final center = screenToWorld(camera.viewport.effectiveSize / 2);
|
|
add(TapableBall(center));
|
|
}
|
|
}
|
|
|
|
class TapableBall extends Ball with Tappable {
|
|
late final TextComponent textComponent;
|
|
int counter = 0;
|
|
final TextStyle _textStyle =
|
|
TextStyle(color: BasicPalette.white.color, fontSize: 4);
|
|
late final TextPaint _textPaint;
|
|
|
|
TapableBall(Vector2 position) : super(position) {
|
|
originalPaint = BasicPalette.white.paint();
|
|
paint = originalPaint;
|
|
}
|
|
|
|
@override
|
|
Future<void> onLoad() async {
|
|
super.onLoad();
|
|
_textPaint = TextPaint(style: _textStyle);
|
|
textComponent = TextComponent(counter.toString(), textRenderer: _textPaint);
|
|
add(textComponent);
|
|
}
|
|
|
|
@override
|
|
void update(double dt) {
|
|
super.update(dt);
|
|
// This is unfortunately needed since [BodyComponent] will set all its
|
|
// children to `debugMode = true` currently, we should come up with a
|
|
// nicer solution to this.
|
|
textComponent.debugMode = false;
|
|
textComponent.text = counter.toString();
|
|
}
|
|
|
|
@override
|
|
bool onTapDown(_) {
|
|
counter++;
|
|
body.applyLinearImpulse(Vector2.random() * 1000);
|
|
paint = randomPaint();
|
|
return false;
|
|
}
|
|
}
|