mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-01 10:38:17 +08:00
Removed deprecations for 1.10.0 and fixes some small unreleased regressions found when going through the examples.
213 lines
5.6 KiB
Dart
213 lines
5.6 KiB
Dart
import 'dart:math';
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import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/game.dart';
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import 'package:flame/geometry.dart';
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import 'package:flutter/animation.dart';
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class RotateEffectExample extends FlameGame {
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static const description = '''
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The outer rim rotates at a different speed forward and reverse, and
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uses the "ease" animation curve.
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The compass arrow has 3 rotation effects applied to it at the same
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time: one effect rotates the arrow at a constant speed, and two more
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add small amounts of wobble, creating quasi-chaotic movement.
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''';
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RotateEffectExample()
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: super(
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camera: CameraComponent.withFixedResolution(
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width: 400,
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height: 600,
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),
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world: _RotateEffectWorld(),
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);
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}
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class _RotateEffectWorld extends World {
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@override
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void onLoad() {
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final compass = Compass(size: 200);
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add(compass);
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compass.rim.add(
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RotateEffect.by(
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1.0,
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EffectController(
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duration: 6,
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reverseDuration: 3,
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curve: Curves.ease,
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infinite: true,
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),
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),
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);
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compass.arrow
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..add(
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RotateEffect.to(
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tau,
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EffectController(
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duration: 20,
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infinite: true,
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),
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),
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)
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..add(
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RotateEffect.by(
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tau * 0.015,
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EffectController(
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duration: 0.1,
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reverseDuration: 0.1,
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infinite: true,
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),
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),
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)
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..add(
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RotateEffect.by(
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tau * 0.021,
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EffectController(
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duration: 0.13,
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reverseDuration: 0.13,
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infinite: true,
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),
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),
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);
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}
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}
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class Compass extends PositionComponent {
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Compass({required double size})
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: _radius = size / 2,
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super(
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size: Vector2.all(size),
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anchor: Anchor.center,
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);
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late PositionComponent arrow;
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late PositionComponent rim;
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final double _radius;
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final _bgPaint = Paint()..color = const Color(0xffeacb31);
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final _marksPaint = Paint()
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..color = const Color(0xFF7F6D36)
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..style = PaintingStyle.stroke
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..strokeWidth = 1.5;
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late Path _marksPath;
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@override
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Future<void> onLoad() async {
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_marksPath = Path();
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for (var i = 0; i < 12; i++) {
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final angle = tau * (i / 12);
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// Note: rim takes up 0.1radius, so the lengths must be > than that
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final markLength = (i % 3 == 0) ? _radius * 0.2 : _radius * 0.15;
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_marksPath.moveTo(
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_radius + _radius * sin(angle),
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_radius + _radius * cos(angle),
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);
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_marksPath.lineTo(
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_radius + (_radius - markLength) * sin(angle),
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_radius + (_radius - markLength) * cos(angle),
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);
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}
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arrow = CompassArrow(width: _radius * 0.3, radius: _radius * 0.7)
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..position = Vector2(_radius, _radius);
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rim = CompassRim(radius: _radius, width: _radius * 0.1)
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..position = Vector2(_radius, _radius);
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add(arrow);
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add(rim);
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}
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@override
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void render(Canvas canvas) {
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canvas.drawCircle(Offset(_radius, _radius), _radius, _bgPaint);
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canvas.drawPath(_marksPath, _marksPaint);
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}
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}
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class CompassArrow extends PositionComponent {
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CompassArrow({required double width, required double radius})
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: assert(width <= radius, 'The width is larger than the radius'),
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_radius = radius,
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_width = width,
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super(size: Vector2(width, 2 * radius), anchor: Anchor.center);
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final double _radius;
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final double _width;
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late final Path _northPath;
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late final Path _southPath;
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final _northPaint = Paint()..color = const Color(0xff387fcb);
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final _southPaint = Paint()..color = const Color(0xffa83636);
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@override
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Future<void> onLoad() async {
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_northPath = Path()
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..moveTo(0, _radius)
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..lineTo(_width / 2, 0)
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..lineTo(_width, _radius)
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..close();
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_southPath = Path()
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..moveTo(0, _radius)
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..lineTo(_width, _radius)
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..lineTo(_width / 2, 2 * _radius)
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..close();
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}
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@override
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void render(Canvas canvas) {
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canvas.drawPath(_northPath, _northPaint);
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canvas.drawPath(_southPath, _southPaint);
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}
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}
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class CompassRim extends PositionComponent {
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CompassRim({required double radius, required double width})
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: assert(radius > width, 'The width is larger than the radius'),
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_radius = radius,
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_width = width,
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super(
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size: Vector2.all(2 * radius),
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anchor: Anchor.center,
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);
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static const int numberOfNotches = 144;
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final double _radius;
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final double _width;
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late final Path _marksPath;
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final _bgPaint = Paint()
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..style = PaintingStyle.stroke
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..color = const Color(0xffb6a241);
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final _marksPaint = Paint()
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..style = PaintingStyle.stroke
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..color = const Color(0xff3d3b26);
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@override
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Future<void> onLoad() async {
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_bgPaint.strokeWidth = _width;
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_marksPath = Path();
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final innerRadius = _radius - _width;
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final midRadius = _radius - _width / 3;
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for (var i = 0; i < numberOfNotches; i++) {
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final angle = tau * (i / numberOfNotches);
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_marksPath.moveTo(
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_radius + innerRadius * sin(angle),
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_radius + innerRadius * cos(angle),
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);
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_marksPath.lineTo(
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_radius + midRadius * sin(angle),
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_radius + midRadius * cos(angle),
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);
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}
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}
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@override
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void render(Canvas canvas) {
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canvas.drawCircle(Offset(_radius, _radius), _radius - _width / 2, _bgPaint);
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canvas.drawCircle(Offset(_radius, _radius), _radius - _width, _marksPaint);
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canvas.drawPath(_marksPath, _marksPaint);
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}
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}
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