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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>
		
			
				
	
	
		
			135 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'package:flame/components.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:flame_forge2d/flame_forge2d.dart' hide Transform;
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import 'package:flame_forge2d/forge2d_game.dart';
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import 'package:flutter/material.dart' as material;
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import 'package:flutter/widgets.dart';
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import 'package:forge2d/forge2d.dart' hide Transform;
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import 'boundaries.dart';
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const widgetSampleDescription = '''
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This examples shows how to render a widget on top of a Forge2D body.
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''';
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class WidgetSample extends Forge2DGame with TapDetector {
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  List<Function()> updateStates = [];
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  Map<int, Body> bodyIdMap = {};
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  List<int> addLaterIds = [];
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  Vector2 screenPosition(Body body) => worldToScreen(body.worldCenter);
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  WidgetSample() : super(zoom: 20, gravity: Vector2(0, -10.0));
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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 boundaries = createBoundaries(this);
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    addAll(boundaries);
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  }
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  Body createBody() {
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    final bodyDef = BodyDef()
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      ..angularVelocity = 3
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      ..position = screenToWorld(
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        Vector2.random()..multiply(camera.viewport.effectiveSize),
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      )
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      ..type = BodyType.dynamic;
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    final body = world.createBody(bodyDef);
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    final shape = PolygonShape()..setAsBoxXY(4.6, 0.8);
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    final fixtureDef = FixtureDef(shape)
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      ..density = 1.0
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      ..restitution = 0.95;
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    body.createFixture(fixtureDef);
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    return body;
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  }
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  int createBodyId() {
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    final id = bodyIdMap.length + addLaterIds.length;
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    addLaterIds.add(id);
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    return id;
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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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    addLaterIds.forEach((id) => bodyIdMap[id] = createBody());
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    addLaterIds.clear();
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    updateStates.forEach((f) => f());
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  }
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}
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class BodyWidgetSample extends StatelessWidget {
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  @override
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  Widget build(BuildContext context) {
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    return GameWidget<WidgetSample>(
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      game: WidgetSample(),
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      overlayBuilderMap: {
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        'button1': (ctx, game) {
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          return BodyButtonWidget(game, game.createBodyId());
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        },
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        'button2': (ctx, game) {
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          return BodyButtonWidget(game, game.createBodyId());
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        },
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      },
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      initialActiveOverlays: const ['button1', 'button2'],
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    );
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  }
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}
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class BodyButtonWidget extends StatefulWidget {
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  final WidgetSample _game;
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  final int _bodyId;
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  const BodyButtonWidget(this._game, this._bodyId);
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  @override
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  State<StatefulWidget> createState() {
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    return _BodyButtonState(_game, _bodyId);
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  }
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}
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class _BodyButtonState extends State<BodyButtonWidget> {
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  final WidgetSample _game;
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  final int _bodyId;
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  Body? _body;
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  _BodyButtonState(this._game, this._bodyId) {
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    _game.updateStates.add(() {
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      setState(() {
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        _body = _game.bodyIdMap[_bodyId];
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      });
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    });
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  }
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  @override
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  Widget build(BuildContext context) {
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    final body = _body;
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    if (body == null) {
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      return Container();
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    } else {
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      final bodyPosition = _game.screenPosition(body);
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      return Positioned(
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        top: bodyPosition.y - 18,
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        left: bodyPosition.x - 90,
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        child: Transform.rotate(
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          angle: -body.angle,
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          child: material.ElevatedButton(
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            onPressed: () {
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              setState(
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                () => body.applyLinearImpulse(Vector2(0.0, 1000)),
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              );
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            },
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            child: const Text(
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              'Flying button!',
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              textScaleFactor: 2.0,
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            ),
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          ),
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        ),
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      );
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    }
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  }
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}
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