mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-02 11:43:19 +08:00
155 lines
4.1 KiB
Dart
155 lines
4.1 KiB
Dart
import 'dart:math' as math;
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import 'package:flame/box2d/box2d_component.dart';
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import 'package:flame/box2d/box2d_game.dart';
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import 'package:flame/box2d/contact_callbacks.dart';
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import 'package:flame/flame.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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import 'package:box2d_flame/box2d.dart';
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import 'boundaries.dart';
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void main() async {
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WidgetsFlutterBinding.ensureInitialized();
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await Flame.util.fullScreen();
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final MyBox2D box = MyBox2D();
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final MyGame game = MyGame(box);
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runApp(game.widget);
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}
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class Ball extends BodyComponent {
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Paint originalPaint, currentPaint;
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bool giveNudge = false;
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Ball(Vector2 position, Box2DComponent box) : super(box) {
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originalPaint = _randomPaint();
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currentPaint = originalPaint;
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Vector2 worldPosition = viewport.getScreenToWorld(position);
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_createBody(5.0, worldPosition);
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}
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Paint _randomPaint() {
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math.Random rng = math.Random();
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return PaletteEntry(Color.fromARGB(100 + rng.nextInt(155),
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100 + rng.nextInt(155), 100 + rng.nextInt(155), 255))
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.paint;
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}
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void _createBody(double radius, Vector2 position) {
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final CircleShape shape = CircleShape();
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shape.radius = radius;
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final fixtureDef = FixtureDef()
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..shape = shape
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..restitution = 1.0
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..density = 1.0
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..friction = 0.1;
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final bodyDef = BodyDef()
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// To be able to determine object in collision
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..setUserData(this)
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..position = position
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..type = BodyType.DYNAMIC;
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body = world.createBody(bodyDef)..createFixtureFromFixtureDef(fixtureDef);
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}
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@override
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bool destroy() {
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// Implement your logic for when the component should be removed
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return false;
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}
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@override
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void renderCircle(Canvas c, Offset p, double radius) {
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Paint blue = PaletteEntry(Colors.blue).paint;
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c.drawCircle(p, radius, currentPaint);
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double angle = body.getAngle();
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Offset lineRotation =
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Offset(math.sin(angle) * radius, math.cos(angle) * radius);
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c.drawLine(p, p + lineRotation, blue);
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}
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@override
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void update(double t) {
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super.update(t);
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if (giveNudge) {
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body.applyLinearImpulse(Vector2(0, 10000), body.getLocalCenter(), true);
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giveNudge = false;
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}
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}
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}
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class WhiteBall extends Ball {
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WhiteBall(Vector2 position, Box2DComponent box) : super(position, box) {
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originalPaint = BasicPalette.white.paint;
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currentPaint = originalPaint;
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}
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}
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class BallContactCallback extends ContactCallback<Ball, Ball> {
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@override
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void begin(Ball ball1, Ball ball2, Contact contact) {
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if (ball1 is WhiteBall || ball2 is WhiteBall) {
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return;
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}
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if (ball1.currentPaint != ball1.originalPaint) {
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ball1.currentPaint = ball2.currentPaint;
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} else {
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ball2.currentPaint = ball1.currentPaint;
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}
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}
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@override
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void end(Ball ball1, Ball ball2, Contact contact) {}
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}
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class WhiteBallContactCallback extends ContactCallback<Ball, WhiteBall> {
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@override
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void begin(Ball ball, WhiteBall whiteBall, Contact contact) {
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ball.giveNudge = true;
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}
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@override
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void end(Ball ball, WhiteBall whiteBall, Contact contact) {}
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}
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class BallWallContactCallback extends ContactCallback<Ball, Wall> {
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@override
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void begin(Ball ball, Wall wall, Contact contact) {
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wall.paint = ball.currentPaint;
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}
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@override
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void end(Ball ball1, Wall wall, Contact contact) {}
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}
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class MyGame extends Box2DGame {
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MyGame(Box2DComponent box) : super(box) {
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final List<BodyComponent> boundaries = createBoundaries(box);
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boundaries.forEach(add);
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addContactCallback(BallContactCallback());
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addContactCallback(BallWallContactCallback());
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addContactCallback(WhiteBallContactCallback());
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}
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@override
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void onTapDown(TapDownDetails details) {
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super.onTapDown(details);
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final Vector2 position =
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Vector2(details.globalPosition.dx, details.globalPosition.dy);
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if (math.Random().nextInt(10) < 2) {
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add(WhiteBall(position, box));
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} else {
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add(Ball(position, box));
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}
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}
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}
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class MyBox2D extends Box2DComponent {
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MyBox2D() : super(scale: 4.0, gravity: -10.0);
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@override
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void initializeWorld() {}
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}
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