mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-01 19:12:31 +08:00
* 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>
59 lines
1.2 KiB
Dart
59 lines
1.2 KiB
Dart
import 'package:flame/components.dart';
|
|
import 'package:flame/game.dart';
|
|
|
|
enum ButtonState { unpressed, pressed }
|
|
|
|
class ButtonComponent extends SpriteGroupComponent<ButtonState>
|
|
with HasGameRef<SpriteGroupExample>, Tappable {
|
|
@override
|
|
Future<void> onLoad() async {
|
|
await super.onLoad();
|
|
final pressedSprite = await gameRef.loadSprite(
|
|
'buttons.png',
|
|
srcPosition: Vector2(0, 20),
|
|
srcSize: Vector2(60, 20),
|
|
);
|
|
final unpressedSprite = await gameRef.loadSprite(
|
|
'buttons.png',
|
|
srcSize: Vector2(60, 20),
|
|
);
|
|
|
|
sprites = {
|
|
ButtonState.pressed: pressedSprite,
|
|
ButtonState.unpressed: unpressedSprite,
|
|
};
|
|
|
|
current = ButtonState.unpressed;
|
|
}
|
|
|
|
@override
|
|
bool onTapDown(_) {
|
|
current = ButtonState.pressed;
|
|
return true;
|
|
}
|
|
|
|
@override
|
|
bool onTapUp(_) {
|
|
current = ButtonState.unpressed;
|
|
return true;
|
|
}
|
|
|
|
@override
|
|
bool onTapCancel() {
|
|
current = ButtonState.unpressed;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class SpriteGroupExample extends FlameGame with HasTappableComponents {
|
|
@override
|
|
Future<void> onLoad() async {
|
|
await super.onLoad();
|
|
add(
|
|
ButtonComponent()
|
|
..position = Vector2(100, 100)
|
|
..size = Vector2(200, 50),
|
|
);
|
|
}
|
|
}
|