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	Fix all* typos reported by CSpell, and add some more words into the dictionaries. (Except for two in the flame_isolate/example package).
		
			
				
	
	
		
			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'dart:math';
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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/sprite.dart';
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import 'package:flutter/material.dart';
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class SpriteBatchExample extends FlameGame {
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  static const String description = '''
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    In this example we show how to render many sprites in a batch for
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    efficiency, this is done with `SpriteBatch` and the `SpriteBatchComponent`.
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  ''';
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  @override
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  Future<void> onLoad() async {
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    final spriteBatch = await SpriteBatch.load('boom.png');
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    spriteBatch.add(
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      source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128),
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      offset: Vector2.all(200),
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      color: Colors.greenAccent,
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      scale: 2,
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      rotation: pi / 9.0,
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      anchor: Vector2.all(64),
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    );
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    spriteBatch.addTransform(
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      source: const Rect.fromLTWH(128 * 4.0, 128 * 4.0, 64, 128),
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      color: Colors.redAccent,
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    );
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    const num = 100;
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    final r = Random();
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    for (var i = 0; i < num; ++i) {
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      final sx = r.nextInt(8) * 128.0;
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      final sy = r.nextInt(8) * 128.0;
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      final x = r.nextInt(size.x.toInt()).toDouble();
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      final y = r.nextInt(size.y ~/ 2).toDouble() + size.y / 2.0;
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      spriteBatch.add(
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        source: Rect.fromLTWH(sx, sy, 128, 128),
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        offset: Vector2(x - 64, y - 64),
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      );
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    }
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    add(
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      SpriteBatchComponent(
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        spriteBatch: spriteBatch,
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        blendMode: BlendMode.srcOver,
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      ),
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    );
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  }
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}
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