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https://github.com/flame-engine/flame.git
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185 lines
6.7 KiB
Dart
185 lines
6.7 KiB
Dart
import 'dart:math' as math;
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import 'dart:ui';
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import 'package:flame/components/composed_component.dart';
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import 'package:flutter/rendering.dart';
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import 'package:flutter/widgets.dart' hide WidgetBuilder;
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import 'package:flutter/foundation.dart';
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import 'package:ordered_set/comparing.dart';
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import 'package:ordered_set/ordered_set.dart';
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import '../components/component.dart';
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import '../components/mixins/has_game_ref.dart';
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import '../components/mixins/tapable.dart';
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import '../position.dart';
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import 'game.dart';
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/// This is a more complete and opinionated implementation of Game.
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///
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/// It still needs to be subclasses to add your game logic, but the [update], [render] and [resize] methods have default implementations.
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/// This is the recommended structure to use for most games.
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/// It is based on the Component system.
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class BaseGame extends Game {
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/// The list of components to be updated and rendered by the base game.
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OrderedSet<Component> components =
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OrderedSet(Comparing.on((c) => c.priority()));
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/// Components added by the [addLater] method
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final List<Component> _addLater = [];
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/// Current screen size, updated every resize via the [resize] method hook
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Size size;
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/// Camera position; every non-HUD component is translated so that the camera position is the top-left corner of the screen.
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Position camera = Position.empty();
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/// List of deltas used in debug mode to calculate FPS
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final List<double> _dts = [];
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/// This method is called for every component added, both via [add] and [addLater] methods.
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///
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/// You can use this to setup your mixins, pre-calculate stuff on every component, or anything you desire.
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/// By default, this calls the first time resize for every component, so don't forget to call super.preAdd when overriding.
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@mustCallSuper
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void preAdd(Component c) {
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if (c is Tapable) {
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assert(
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this is HasTapableComponents,
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'Tapable Components can only be added to a BaseGame with HasTapableComponents',
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);
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}
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if (debugMode() && c is PositionComponent) {
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c.debugMode = true;
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}
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if (c is HasGameRef) {
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(c as HasGameRef).gameRef = this;
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}
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// first time resize
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if (size != null) {
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c.resize(size);
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}
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if (c is ComposedComponent) {
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c.components.forEach(preAdd);
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}
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c.onMount();
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}
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/// Adds a new component to the components list.
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///
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/// Also calls [preAdd], witch in turn sets the current size on the component (because the resize hook won't be called until a new resize happens).
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void add(Component c) {
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preAdd(c);
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components.add(c);
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}
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/// Registers a component to be added on the components on the next tick.
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///
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/// Use this to add components in places where a concurrent issue with the update method might happen.
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/// Also calls [preAdd] for the component added, immediately.
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void addLater(Component c) {
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preAdd(c);
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_addLater.add(c);
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}
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/// This implementation of render basically calls [renderComponent] for every component, making sure the canvas is reset for each one.
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///
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/// You can override it further to add more custom behaviour.
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/// Beware of however you are rendering components if not using this; you must be careful to save and restore the canvas to avoid components messing up with each other.
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@override
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void render(Canvas canvas) {
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canvas.save();
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components.forEach((comp) => renderComponent(canvas, comp));
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canvas.restore();
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}
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/// This renders a single component obeying BaseGame rules.
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///
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/// It translates the camera unless hud, call the render method and restore the canvas.
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/// This makes sure the canvas is not messed up by one component and all components render independently.
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void renderComponent(Canvas canvas, Component c) {
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if (!c.loaded()) {
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return;
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}
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if (!c.isHud()) {
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canvas.translate(-camera.x, -camera.y);
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}
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c.render(canvas);
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canvas.restore();
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canvas.save();
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}
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/// This implementation of update updates every component in the list.
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///
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/// It also actually adds the components that were added by the [addLater] method, and remove those that are marked for destruction via the [Component.destroy] method.
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/// You can override it further to add more custom behaviour.
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@override
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void update(double t) {
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components.addAll(_addLater);
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_addLater.clear();
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components.forEach((c) => c.update(t));
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components.removeWhere((c) => c.destroy()).forEach((c) => c.onDestroy());
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}
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/// This implementation of resize passes the resize call along to every component in the list, enabling each one to make their decisions as how to handle the resize.
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///
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/// It also updates the [size] field of the class to be used by later added components and other methods.
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/// You can override it further to add more custom behaviour, but you should seriously consider calling the super implementation as well.
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@override
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@mustCallSuper
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void resize(Size size) {
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this.size = size;
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components.forEach((c) => c.resize(size));
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}
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/// Returns whether this [Game] is in debug mode or not.
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///
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/// Returns `false` by default. Override to use the debug mode.
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/// You can use this value to enable debug behaviors for your game, many components show extra information on screen when on debug mode
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bool debugMode() => false;
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/// Returns whether this [Game] is should record fps or not
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///
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/// Returns `false` by default. Override to use the `fps` counter method.
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/// In recording fps, the [recordDt] method actually records every `dt` for statistics.
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/// Then, you can use the [fps] method to check the game FPS.
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bool recordFps() => false;
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/// This is a hook that comes from the RenderBox to allow recording of render times and statistics.
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@override
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void recordDt(double dt) {
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if (recordFps()) {
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_dts.add(dt);
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}
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}
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/// Returns the average FPS for the last [average] measures.
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///
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/// The values are only saved if in debug mode (override [recordFps] to use this).
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/// Selects the last [average] dts, averages then, and returns the inverse value.
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/// So it's technically updates per second, but the relation between updates and renders is 1:1.
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/// Returns 0 if empty.
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double fps([int average = 1]) {
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final List<double> dts = _dts.sublist(math.max(0, _dts.length - average));
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if (dts.isEmpty) {
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return 0.0;
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}
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final double dtSum = dts.reduce((s, t) => s + t);
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final double averageDt = dtSum / average;
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return 1 / averageDt;
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}
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/// Returns the current time in seconds with microseconds precision.
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///
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/// This is compatible with the `dt` value used in the [update] method.
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double currentTime() {
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return DateTime.now().microsecondsSinceEpoch.toDouble() /
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Duration.microsecondsPerSecond;
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}
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}
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