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	This PR implements raytracing and raycasting for the built-in hitboxes. If you pass in your own collision detection system to the HasCollisionDetection mixin you have to change the signature of that to: CollisionDetection<ShapeHitbox>instead of CollisionDetection<Hitbox>.
		
			
				
	
	
		
			138 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'dart:math';
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import 'package:flame/collisions.dart';
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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/geometry.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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class RaycastExample extends FlameGame with HasCollisionDetection {
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  static const description = '''
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In this example the raycast functionality is showcased. The circle moves around
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and casts 10 rays and checks how far the nearest hitboxes are and naively moves
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around trying not to hit them.
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  ''';
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  Ray2? ray;
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  Ray2? reflection;
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  Vector2 origin = Vector2(250, 100);
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  Paint paint = Paint()..color = Colors.amber.withOpacity(0.6);
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  final speed = 100;
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  final inertia = 3.0;
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  final safetyDistance = 50;
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  final direction = Vector2(0, 1);
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  final velocity = Vector2.zero();
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  final random = Random();
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  static const numberOfRays = 10;
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  final List<Ray2> rays = [];
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  final List<RaycastResult<ShapeHitbox>> results = [];
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  late Path path;
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  @override
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  Future<void> onLoad() async {
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    final paint = BasicPalette.gray.paint()
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      ..style = PaintingStyle.stroke
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      ..strokeWidth = 2.0;
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    add(ScreenHitbox());
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    add(
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      CircleComponent(
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        position: Vector2(100, 100),
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        radius: 50,
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        paint: paint,
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        children: [CircleHitbox()],
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      ),
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    );
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    add(
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      CircleComponent(
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        position: Vector2(150, 500),
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        radius: 50,
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        paint: paint,
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        children: [CircleHitbox()],
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      ),
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    );
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    add(
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      RectangleComponent(
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        position: Vector2.all(300),
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        size: Vector2.all(100),
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        paint: paint,
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        children: [RectangleHitbox()],
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      ),
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    );
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    add(
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      RectangleComponent(
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        position: Vector2.all(500),
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        size: Vector2(100, 200),
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        paint: paint,
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        children: [RectangleHitbox()],
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      ),
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    );
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    add(
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      RectangleComponent(
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        position: Vector2(550, 200),
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        size: Vector2(200, 150),
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        paint: paint,
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        children: [RectangleHitbox()],
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      ),
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    );
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  }
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  final _velocityModifier = Vector2.zero();
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  @override
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  void update(double dt) {
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    super.update(dt);
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    collisionDetection.raycastAll(
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      origin,
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      numberOfRays: numberOfRays,
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      rays: rays,
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      out: results,
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    );
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    velocity.scale(inertia);
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    for (final result in results) {
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      _velocityModifier
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        ..setFrom(result.intersectionPoint!)
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        ..sub(origin)
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        ..normalize();
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      if (result.distance! < safetyDistance) {
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        _velocityModifier.negate();
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      } else if (random.nextDouble() < 0.2) {
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        velocity.add(_velocityModifier);
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      }
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      velocity.add(_velocityModifier);
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    }
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    velocity
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      ..normalize()
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      ..scale(speed * dt);
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    origin.add(velocity);
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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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    renderResult(canvas, origin, results, paint);
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  }
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  void renderResult(
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    Canvas canvas,
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    Vector2 origin,
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    List<RaycastResult<ShapeHitbox>> results,
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    Paint paint,
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  ) {
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    final originOffset = origin.toOffset();
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    for (final result in results) {
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      if (!result.isActive) {
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        continue;
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      }
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      final intersectionPoint = result.intersectionPoint!.toOffset();
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      canvas.drawLine(
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        originOffset,
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        intersectionPoint,
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        paint,
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      );
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    }
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    canvas.drawCircle(originOffset, 5, paint);
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  }
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}
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