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https://github.com/flame-engine/flame.git
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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>
147 lines
4.1 KiB
Dart
147 lines
4.1 KiB
Dart
import 'dart:math';
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import 'package:flame/components.dart';
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import 'package:flame/effects.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:flame/sprite.dart';
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import 'package:flutter/animation.dart';
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import 'package:flutter/painting.dart';
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import 'joystick_player.dart';
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class JoystickAdvancedGame extends FlameGame
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with HasDraggableComponents, HasTappableComponents {
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late final JoystickPlayer player;
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late final JoystickComponent joystick;
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late final TextComponent speedText;
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late final TextComponent directionText;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final image = await images.load('joystick.png');
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final sheet = SpriteSheet.fromColumnsAndRows(
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image: image,
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columns: 6,
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rows: 1,
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);
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joystick = JoystickComponent(
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knob: SpriteComponent(
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sprite: sheet.getSpriteById(1),
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size: Vector2.all(100),
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),
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background: SpriteComponent(
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sprite: sheet.getSpriteById(0),
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size: Vector2.all(150),
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),
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margin: const EdgeInsets.only(left: 40, bottom: 40),
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);
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player = JoystickPlayer(joystick);
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final buttonSize = Vector2.all(80);
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// A button with margin from the edge of the viewport that flips the
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// rendering of the player on the X-axis.
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final flipButton = HudButtonComponent(
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button: SpriteComponent(
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sprite: sheet.getSpriteById(2),
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size: buttonSize,
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),
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buttonDown: SpriteComponent(
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sprite: sheet.getSpriteById(4),
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size: buttonSize,
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),
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margin: const EdgeInsets.only(
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right: 80,
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bottom: 60,
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),
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onPressed: player.flipHorizontally,
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);
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// A button with margin from the edge of the viewport that flips the
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// rendering of the player on the Y-axis.
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final flopButton = HudButtonComponent(
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button: SpriteComponent(
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sprite: sheet.getSpriteById(3),
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size: buttonSize,
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),
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buttonDown: SpriteComponent(
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sprite: sheet.getSpriteById(5),
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size: buttonSize,
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),
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margin: const EdgeInsets.only(
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right: 160,
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bottom: 60,
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),
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onPressed: player.flipVertically,
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);
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final rotateEffect = RotateEffect(
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angle: 0,
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curve: Curves.bounceOut,
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isAlternating: true,
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speed: 2,
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);
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final rng = Random();
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// A button, created from a shape, that adds a rotation effect to the player
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// when it is pressed.
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final shapeButton = HudButtonComponent(
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button: Circle(radius: 35).toComponent(paint: BasicPalette.white.paint()),
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buttonDown: Rectangle(size: buttonSize)
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.toComponent(paint: BasicPalette.blue.paint()),
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margin: const EdgeInsets.only(
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right: 85,
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bottom: 150,
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),
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onPressed: () => player.add(
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rotateEffect..angle = 8 * rng.nextDouble(),
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),
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);
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final _regularTextConfig = TextPaintConfig(color: BasicPalette.white.color);
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final _regular = TextPaint(config: _regularTextConfig);
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speedText = TextComponent(
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'Speed: 0',
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textRenderer: _regular,
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)..isHud = true;
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directionText = TextComponent(
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'Direction: idle',
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textRenderer: _regular,
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)..isHud = true;
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final speedWithMargin = HudMarginComponent(
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margin: const EdgeInsets.only(
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top: 80,
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left: 80,
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),
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)..add(speedText);
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final directionWithMargin = HudMarginComponent(
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margin: const EdgeInsets.only(
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top: 110,
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left: 80,
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),
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)..add(directionText);
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add(player);
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add(joystick);
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add(flipButton);
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add(flopButton);
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add(shapeButton);
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add(speedWithMargin);
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add(directionWithMargin);
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}
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@override
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void update(double dt) {
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super.update(dt);
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speedText.text = 'Speed: ${(joystick.intensity * player.maxSpeed).round()}';
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final direction =
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joystick.direction.toString().replaceAll('JoystickDirection.', '');
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directionText.text = 'Direction: $direction';
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}
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}
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