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Update min Dart constraint to 3.8, which will enable us to use the fancier collection literals. This requires bumping the min Flutter version as well: <img width="1892" height="1122" alt="image" src="https://github.com/user-attachments/assets/7c7b07fc-4d96-4987-824d-9a7133ecfb85" />
62 lines
1.7 KiB
Dart
62 lines
1.7 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 SpriteBatchLoadExample extends FlameGame {
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static const String description = '''
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In this example we do the same thing as in the normal sprite batch example,
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but in this example the logic and loading is moved into a component that
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extends `SpriteBatchComponent`.
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''';
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@override
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Future<void> onLoad() async {
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add(MySpriteBatchComponent());
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}
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}
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class MySpriteBatchComponent extends SpriteBatchComponent
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with HasGameReference<SpriteBatchLoadExample> {
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MySpriteBatchComponent()
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: super(
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blendMode: BlendMode.srcOver,
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);
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@override
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Future<void> onLoad() async {
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final spriteBatch = await game.loadSpriteBatch('boom.png');
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this.spriteBatch = spriteBatch;
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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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final size = game.size;
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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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}
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}
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