mirror of
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>
79 lines
1.6 KiB
Dart
79 lines
1.6 KiB
Dart
import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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class LogoCompomnent extends SpriteComponent with HasGameRef<DebugGame> {
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static const int speed = 150;
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int xDirection = 1;
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int yDirection = 1;
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LogoCompomnent(Sprite sprite) : super(sprite: sprite, size: sprite.srcSize);
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@override
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void update(double dt) {
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super.update(dt);
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x += xDirection * speed * dt;
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final rect = toRect();
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if ((x <= 0 && xDirection == -1) ||
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(rect.right >= gameRef.size.x && xDirection == 1)) {
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xDirection = xDirection * -1;
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}
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y += yDirection * speed * dt;
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if ((y <= 0 && yDirection == -1) ||
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(rect.bottom >= gameRef.size.y && yDirection == 1)) {
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yDirection = yDirection * -1;
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}
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}
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}
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class DebugGame extends FlameGame with FPSCounter {
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static final fpsTextPaint = TextPaint(
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config: const TextPaintConfig(
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color: Color(0xFFFFFFFF),
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),
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);
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@override
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bool debugMode = true;
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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 flameLogo = await loadSprite('flame.png');
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final flame1 = LogoCompomnent(flameLogo);
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flame1.x = 100;
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flame1.y = 400;
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final flame2 = LogoCompomnent(flameLogo);
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flame2.x = 100;
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flame2.y = 400;
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flame2.yDirection = -1;
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final flame3 = LogoCompomnent(flameLogo);
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flame3.x = 100;
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flame3.y = 400;
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flame3.xDirection = -1;
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add(flame1);
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add(flame2);
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add(flame3);
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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if (debugMode) {
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fpsTextPaint.render(canvas, fps(120).toString(), Vector2(0, 50));
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}
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}
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}
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