Files
Lukas Klingsbo a1b6ffa04a Game as a Component (#906)
* 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>
2021-09-15 00:17:49 +02:00

80 lines
1.9 KiB
Dart

import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/game.dart';
import 'package:flame/geometry.dart';
import 'package:flame/input.dart';
import 'package:flutter/material.dart' hide Image, Draggable;
const circlesInfo = '''
This example will create a circle every time you tap on the screen. It will have
the initial velocity towards the center of the screen and if it touches another
circle both of them will change color.
''';
class MyCollidable extends PositionComponent
with HasGameRef<Circles>, Hitbox, Collidable {
late Vector2 velocity;
final _collisionColor = Colors.amber;
final _defaultColor = Colors.cyan;
bool _isWallHit = false;
bool _isCollision = false;
MyCollidable(Vector2 position)
: super(
position: position,
size: Vector2.all(100),
anchor: Anchor.center,
) {
addHitbox(HitboxCircle());
}
@override
Future<void> onLoad() async {
await super.onLoad();
final center = gameRef.size / 2;
velocity = (center - position)..scaleTo(150);
}
@override
void update(double dt) {
super.update(dt);
if (_isWallHit) {
removeFromParent();
return;
}
debugColor = _isCollision ? _collisionColor : _defaultColor;
position.add(velocity * dt);
_isCollision = false;
}
@override
void render(Canvas canvas) {
super.render(canvas);
renderHitboxes(canvas);
}
@override
void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
if (other is ScreenCollidable) {
_isWallHit = true;
return;
}
_isCollision = true;
}
}
class Circles extends FlameGame with HasCollidables, TapDetector {
@override
Future<void> onLoad() async {
super.onLoad();
add(ScreenCollidable());
}
@override
void onTapDown(TapDownInfo info) {
add(MyCollidable(info.eventPosition.game));
}
}