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* Game as a component * Fix component stories * Effects are now components * Update effects docs * Handle swap of parent * Fix reAddChildren * Wait for children to be added * BaseComponent and PositionComponent to be non-abstract * Simplify HasGameRef * Revert so that onLoad can be null * Fix example description * Effects as components * Remove gameRef from addChildren * Fix hasGameRef * Start migrating effects * Updated comments of effect fields * Fix comments * Continue to fix sequence and combined effects * Upgrade ordered_set * Fix position_component_test * BaseComponent -> Component * Fix combined and sequence effects * Await components to be added in tests * Remove unnecessary game.update in tests * Fix some tests related to composition * BaseGame should be used in examples * Fix CombinedEffect test * Keyboard code to be based on Component * Fix keyboard tests * Fix analyze problems * Fix sequence_effect * Fix combined_effect_test * Store peak state instead of end state * Fix sequence_effect tests * Update tutorial * Fix tutorial 1 * Remove SimplePositionComponentEffect * Remove unused test variable * Update docs * Removed onMount * Remove onMount * Add missing dartdoc * Fix dart docs * Add super.update where needed * Move reAddChildren to component * Reorganize method order in game widget * preOffset -> initialDelay, postOffset -> peakDelay * Introduce component.onParentChange * Remove tests in wrong file * Fix composed component test * Add game lifecycle test * Use BaseGame for mouse cursor test * Oxygen should (?) not call super.update * Use BaseGame in keyboard_test * Fix onLoad to be properly cached * Re-add unintentionally removed override * Fix info for collision detection tests * Add test for correct lifecycle on parent change * Fix particles example * Add component lifecycle diagram to the docs * Add docs for the game lifecycle * onRemove should be called when a game is removed from the widget * Fix analyze errors * prepare should be called from the component itself, not its parent * Fix dartdoc * onParentChange -> onMount * onMount should have void as return type * Simplify the loaderFuture in GameWidget * Fix mock_canvas * Fix rebase problem * Remove asComponent * Less complex _loaderFuture * Add super.update to no_fcs parallax example * Fix async tests * Revert _loaderFuture * Fix analyze issues * await gameWithCollidables * Keep epsilon small where it can be * tappable methods should return bool * Game lifecycle is now the same as for Component * Remove mustCallSuper from component.update * Make onLoadCache protected * @internal on onLoadCache * Cache/Memoize debugPaint and debugTextPaint * Fix imports * Fix comments * Always call super.onLoad so that mixins can override it * Add forgotten super.onLoad * Bump coverage percentage * HasCollidables should override update * Fix Game comments * Fix some dartdoc * Apply suggestions from code review Co-authored-by: Erick <erickzanardoo@gmail.com> * Game + Loadable as mixins * Update packages/flame/lib/src/game/game_widget/game_widget.dart Co-authored-by: Luan Nico <luanpotter27@gmail.com> * Update loadable docs * Fix comments * Move fps_counter * Fix keyboard example * Fix dartdoc * Remove tutorials temporarily * Fix game lowlevel graph * Fix resize issue Co-authored-by: Erick <erickzanardoo@gmail.com> Co-authored-by: Luan Nico <luanpotter27@gmail.com>
75 lines
2.1 KiB
Dart
75 lines
2.1 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/geometry.dart';
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import 'package:flame/input.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/material.dart' hide Image, Draggable;
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const onlyShapesInfo = '''
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An example which adds random shapes on the screen when you tap it, if you tap on
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an already existing shape it will remove that shape and replace it with a new
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one.
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''';
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enum Shapes { circle, rectangle, polygon }
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class OnlyShapes extends FlameGame with HasTappableComponents {
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final shapePaint = BasicPalette.red.paint()..style = PaintingStyle.stroke;
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final _rng = Random();
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Shape randomShape(Vector2 position) {
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final shapeType = Shapes.values[_rng.nextInt(Shapes.values.length)];
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const size = 50.0;
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switch (shapeType) {
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case Shapes.circle:
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return Circle(radius: size / 2, position: position);
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case Shapes.rectangle:
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return Rectangle(
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position: position,
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size: Vector2.all(size),
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angle: _rng.nextDouble() * 6,
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);
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case Shapes.polygon:
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final points = [
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Vector2.random(_rng),
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Vector2.random(_rng)..y *= -1,
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-Vector2.random(_rng),
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Vector2.random(_rng)..x *= -1,
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];
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return Polygon.fromDefinition(
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points,
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position: position,
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size: Vector2.all(size),
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angle: _rng.nextDouble() * 6,
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);
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}
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}
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@override
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void onTapDown(int pointerId, TapDownInfo info) {
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super.onTapDown(pointerId, info);
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final tapDownPoint = info.eventPosition.game;
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final component = MyShapeComponent(randomShape(tapDownPoint), shapePaint);
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add(component);
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}
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}
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class MyShapeComponent extends ShapeComponent with Tappable {
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MyShapeComponent(Shape shape, Paint shapePaint)
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: super(
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shape,
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shapePaint,
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anchor: Anchor.center,
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);
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@override
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bool onTapDown(TapDownInfo info) {
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removeFromParent();
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return true;
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}
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}
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