mirror of
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218 lines
5.5 KiB
Dart
218 lines
5.5 KiB
Dart
import 'dart:async';
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import 'dart:ui';
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import 'package:flutter/foundation.dart';
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import 'package:flutter/painting.dart';
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import '../extensions/vector2.dart';
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import '../extensions/rect.dart';
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import '../flame.dart';
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import 'position_component.dart';
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/// Specifications with a path to an image and how it should be drawn in
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/// relation to the device screen
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class ParallaxImage {
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/// The filename of the image
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final String filename;
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/// If and how the image should be repeated on the canvas
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final ImageRepeat repeat;
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/// How to align the image in relation to the screen
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final Alignment alignment;
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/// How to fill the screen with the image, always proportionally scaled.
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final LayerFill fill;
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ParallaxImage(
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this.filename, {
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this.repeat = ImageRepeat.repeatX,
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this.alignment = Alignment.bottomLeft,
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this.fill = LayerFill.height,
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});
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}
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/// Represents one layer in the parallax, draws out an image on a canvas in the
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/// manner specified by the parallaxImage
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class ParallaxLayer {
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final ParallaxImage parallaxImage;
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Future<Image> future;
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Image _image;
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Rect _paintArea;
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Vector2 _screenSize;
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Vector2 _scroll;
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Vector2 _imageSize;
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double _scale = 1.0;
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ParallaxLayer(this.parallaxImage) {
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future = _load(parallaxImage.filename);
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}
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bool loaded() => _image != null;
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Vector2 currentOffset() => _scroll;
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void resize(Vector2 size) {
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if (!loaded()) {
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_screenSize = size;
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return;
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}
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double scale(LayerFill fill) {
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switch (fill) {
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case LayerFill.height:
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return _image.height / size.y;
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case LayerFill.width:
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return _image.width / size.x;
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default:
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return _scale;
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}
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}
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_scale = scale(parallaxImage.fill);
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// The image size so that it fulfills the LayerFill parameter
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_imageSize =
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Vector2Extension.fromInts(_image.width, _image.height) / _scale;
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// Number of images that can fit on the canvas plus one
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// to have something to scroll to without leaving canvas empty
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final count = Vector2.all(1) + size.clone()
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..divide(_imageSize);
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// Percentage of the image size that will overflow
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final overflow = ((_imageSize.clone()..multiply(count)) - size)
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..divide(_imageSize);
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// Align image to correct side of the screen
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final alignment = parallaxImage.alignment;
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final marginX = alignment.x == 0 ? overflow.x / 2 : alignment.x;
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final marginY = alignment.y == 0 ? overflow.y / 2 : alignment.y;
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_scroll ??= Vector2(marginX, marginY);
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// Size of the area to paint the images on
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final paintSize = count..multiply(_imageSize);
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_paintArea = paintSize.toRect();
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}
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void update(Vector2 delta) {
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if (!loaded()) {
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return;
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}
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// Scale the delta so that images that are larger don't scroll faster
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_scroll += delta..divide(_imageSize);
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switch (parallaxImage.repeat) {
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case ImageRepeat.repeat:
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_scroll = Vector2(_scroll.x % 1, _scroll.y % 1);
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break;
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case ImageRepeat.repeatX:
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_scroll = Vector2(_scroll.x % 1, _scroll.y);
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break;
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case ImageRepeat.repeatY:
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_scroll = Vector2(_scroll.x, _scroll.y % 1);
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break;
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case ImageRepeat.noRepeat:
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break;
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}
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final dx = _scroll.x * _imageSize.x;
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final dy = _scroll.y * _imageSize.y;
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_paintArea = Rect.fromLTWH(-dx, -dy, _paintArea.width, _paintArea.height);
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}
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void render(Canvas canvas) {
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if (!loaded()) {
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return;
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}
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paintImage(
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canvas: canvas,
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image: _image,
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rect: _paintArea,
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repeat: parallaxImage.repeat,
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scale: _scale,
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alignment: parallaxImage.alignment,
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);
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}
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Future<Image> _load(String filename) {
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return Flame.images.load(filename).then((image) {
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_image = image;
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if (_screenSize != null) {
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resize(_screenSize);
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}
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return _image;
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});
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}
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}
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/// How to fill the screen with the image, always proportionally scaled.
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enum LayerFill { height, width, none }
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/// A full parallax, several layers of images drawn out on the screen and each
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/// layer moves with different speeds to give an effect of depth.
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class ParallaxComponent extends PositionComponent {
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Vector2 baseSpeed;
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Vector2 layerDelta;
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List<ParallaxLayer> _layers;
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bool _loaded = false;
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ParallaxComponent(
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List<ParallaxImage> images, {
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this.baseSpeed,
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this.layerDelta,
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}) {
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baseSpeed ??= Vector2.zero();
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layerDelta ??= Vector2.zero();
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_load(images);
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}
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/// The base offset of the parallax, can be used in an outer update loop
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/// if you want to transition the parallax to a certain position.
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Vector2 currentOffset() => _layers[0].currentOffset();
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@override
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bool loaded() => _loaded;
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@mustCallSuper
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@override
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void onGameResize(Vector2 size) {
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super.onGameResize(size);
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_layers.forEach((layer) => layer.resize(size));
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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 (!loaded()) {
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return;
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}
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_layers.forEach((layer) {
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layer.update(baseSpeed * t + layerDelta * (_layers.indexOf(layer) * t));
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});
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}
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@mustCallSuper
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@override
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void render(Canvas canvas) {
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if (!loaded()) {
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return;
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}
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super.render(canvas);
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canvas.save();
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_layers.forEach((layer) => layer.render(canvas));
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canvas.restore();
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}
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void _load(List<ParallaxImage> images) {
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_layers = images.map((image) => ParallaxLayer(image)).toList();
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Future.wait(_layers.map((layer) => layer.future))
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.then((_) => _loaded = true);
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}
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}
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