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	 8b132d7c0b
			
		
	
	8b132d7c0b
	
	
	
		
			
			* 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
		
			
				
	
	
		
			53 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'package:flame/components.dart';
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| import 'package:flame/effects.dart';
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| import 'package:flame/game.dart';
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| import 'package:flame/input.dart';
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| 
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| class OpacityEffectExample extends FlameGame with TapDetector {
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|   static const String description = '''
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|     In this example we show how the `OpacityEffect` can be used in two ways.
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|     The right flame will constantly pulse in and out of opacity and the left
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|     flame will change opacity when you click the screen.
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|   ''';
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| 
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|   late final SpriteComponent sprite;
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| 
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|   @override
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|   Future<void> onLoad() async {
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|     await super.onLoad();
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|     final flameSprite = await loadSprite('flame.png');
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|     add(
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|       sprite = SpriteComponent(
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|         sprite: flameSprite,
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|         position: Vector2.all(100),
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|         size: Vector2(149, 211),
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|       ),
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|     );
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| 
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|     add(
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|       SpriteComponent(
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|         sprite: flameSprite,
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|         position: Vector2(300, 100),
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|         size: Vector2(149, 211),
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|       )..add(
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|           OpacityEffect(
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|             opacity: 0,
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|             duration: 1.5,
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|             isInfinite: true,
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|             isAlternating: true,
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|           ),
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|         ),
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|     );
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|   }
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| 
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|   @override
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|   void onTap() {
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|     final opacity = sprite.paint.color.opacity;
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|     if (opacity == 1) {
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|       sprite.add(OpacityEffect.fadeOut());
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|     } else if (opacity == 0) {
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|       sprite.add(OpacityEffect.fadeIn());
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|     }
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|   }
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| }
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