mirror of
https://github.com/flame-engine/flame.git
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86 lines
2.4 KiB
Dart
86 lines
2.4 KiB
Dart
import 'dart:math' as math;
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import 'package:flame/box2d/box2d_component.dart';
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import 'package:flame/box2d/box2d_game.dart';
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import 'package:flame/flame.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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import 'package:box2d_flame/box2d.dart';
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void main() async {
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WidgetsFlutterBinding.ensureInitialized();
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await Flame.util.fullScreen();
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final MyBox2D box = MyBox2D();
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final MyGame game = MyGame(box);
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runApp(game.widget);
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}
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class MyPlanet extends BodyComponent {
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double totalTime = 0;
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// Creates a BodyComponent that renders a red circle (with a black moving
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// pulsating circle on the inside) that can interact with other body
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// components that are added to the same Box2DGame/Box2DComponent.
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// After 20 seconds the circle will be removed, to show that we don't get
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// any concurrent modification exceptions.
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MyPlanet(Box2DComponent box) : super(box) {
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_createBody(50.0, Vector2.zero());
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}
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void _createBody(double radius, Vector2 position) {
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final CircleShape shape = CircleShape();
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shape.radius = radius;
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final fixtureDef = FixtureDef();
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// To be able to determine object in collision
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fixtureDef.setUserData(this);
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fixtureDef.shape = shape;
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fixtureDef.restitution = 0.0;
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fixtureDef.density = 1.0;
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fixtureDef.friction = 0.1;
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final bodyDef = BodyDef();
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bodyDef.position = position;
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bodyDef.angularVelocity = 4.0;
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bodyDef.type = BodyType.DYNAMIC;
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body = world.createBody(bodyDef)..createFixtureFromFixtureDef(fixtureDef);
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}
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@override
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bool destroy() {
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// Implement your logic for when the component should be removed
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return totalTime > 20;
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}
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@override
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void renderCircle(Canvas c, Offset p, double radius) {
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Paint red = PaletteEntry(Colors.red).paint;
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Paint black = PaletteEntry(Colors.black).paint;
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Paint blue = PaletteEntry(Colors.blue).paint;
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c.drawCircle(p, radius, red);
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double angle = body.getAngle();
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c.drawCircle(p, math.sin(angle) * radius, black);
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Offset lineRotation =
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Offset(math.sin(angle) * radius, math.cos(angle) * radius);
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c.drawLine(p, p + lineRotation, blue);
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}
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@override
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void update(double t) {
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super.update(t);
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totalTime += t;
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}
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}
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class MyGame extends Box2DGame {
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MyGame(Box2DComponent box) : super(box) {
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add(MyPlanet(box));
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}
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}
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class MyBox2D extends Box2DComponent {
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MyBox2D() : super(scale: 4.0, gravity: 0.0);
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@override
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void initializeWorld() {}
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}
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