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* Fix gestures when isHud = true and camera is transformed * Use Info instead of Event everywhere
58 lines
1.3 KiB
Dart
58 lines
1.3 KiB
Dart
import 'dart:math';
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import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/gestures.dart';
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import 'package:flame/palette.dart';
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class Square extends PositionComponent with HasGameRef<Priority>, Tapable {
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late final Paint paint;
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Square(Vector2 position) {
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this.position.setFrom(position);
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size.setValues(100, 100);
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paint = _randomPaint();
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}
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@override
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bool onTapDown(TapDownInfo info) {
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final topComponent = gameRef.components.last;
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if (topComponent != this) {
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gameRef.changePriority(this, topComponent.priority + 1);
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}
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return false;
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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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canvas.drawRect(size.toRect(), paint);
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}
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static Paint _randomPaint() {
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final rng = Random();
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final color = Color.fromRGBO(
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rng.nextInt(256),
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rng.nextInt(256),
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rng.nextInt(256),
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0.9,
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);
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return PaletteEntry(color).paint();
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}
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}
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class Priority extends BaseGame with HasTapableComponents {
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@override
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Future<void> onLoad() async {
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final squares = [
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Square(Vector2(100, 100)),
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Square(Vector2(160, 100)),
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Square(Vector2(170, 150)),
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Square(Vector2(110, 150)),
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];
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addAll(squares);
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}
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}
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