Files
flame/examples/lib/stories/effects/opacity_effect_example.dart
Lukas Klingsbo 8b132d7c0b Unify examples structure (#1118)
* Animations, CameraAndViewport, CollisionDetection and Components unified

* Added descriptions to effects

* Rename input games

* Unify input stories

* Add info to parallax section

* Added descriptions to the rendering examples

* Add descriptions to the sprites directory

* Fix utils and rendering section

* Add descriptions to the widgets section

* Delete directory that rebase brought back

* Unify game names

* Added some styleguide docs for examples

* Fix analyze issues

* All files should have _example as suffix

* Made the FollowComponentExample a bit easier to understand

* Change priority of ember
2021-11-19 14:28:04 +01:00

53 lines
1.3 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/effects.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
class OpacityEffectExample extends FlameGame with TapDetector {
static const String description = '''
In this example we show how the `OpacityEffect` can be used in two ways.
The right flame will constantly pulse in and out of opacity and the left
flame will change opacity when you click the screen.
''';
late final SpriteComponent sprite;
@override
Future<void> onLoad() async {
await super.onLoad();
final flameSprite = await loadSprite('flame.png');
add(
sprite = SpriteComponent(
sprite: flameSprite,
position: Vector2.all(100),
size: Vector2(149, 211),
),
);
add(
SpriteComponent(
sprite: flameSprite,
position: Vector2(300, 100),
size: Vector2(149, 211),
)..add(
OpacityEffect(
opacity: 0,
duration: 1.5,
isInfinite: true,
isAlternating: true,
),
),
);
}
@override
void onTap() {
final opacity = sprite.paint.color.opacity;
if (opacity == 1) {
sprite.add(OpacityEffect.fadeOut());
} else if (opacity == 0) {
sprite.add(OpacityEffect.fadeIn());
}
}
}