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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>
59 lines
1.4 KiB
Dart
59 lines
1.4 KiB
Dart
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/input.dart';
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import 'package:flutter/material.dart';
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import '../../commons/square_component.dart';
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final green = Paint()..color = const Color(0xAA338833);
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class SequenceEffectGame extends FlameGame with TapDetector {
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late SquareComponent greenSquare;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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greenSquare = SquareComponent()
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..paint = green
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..position.setValues(100, 100);
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add(greenSquare);
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}
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@override
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void onTapUp(TapUpInfo info) {
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final currentTap = info.eventPosition.game;
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greenSquare.clearEffects();
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final move = MoveEffect(
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path: [
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currentTap,
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currentTap + Vector2(-20, 50),
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currentTap + Vector2(-50, -50),
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currentTap + Vector2(50, 0),
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],
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speed: 150.0,
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curve: Curves.easeIn,
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);
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final size = SizeEffect(
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size: currentTap - greenSquare.position,
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speed: 100.0,
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curve: Curves.easeInCubic,
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);
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final rotate = RotateEffect(
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angle: currentTap.angleTo(Vector2.all(100)),
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duration: 0.8,
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curve: Curves.decelerate,
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);
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final sequence = SequenceEffect(
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effects: [size, rotate, move],
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isAlternating: true,
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);
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sequence.onComplete = () => print('sequence complete');
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greenSquare.add(sequence);
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}
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}
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