Files
flame/lib/components/component.dart
2019-03-21 21:42:52 -03:00

161 lines
5.5 KiB
Dart

import 'dart:math';
import 'dart:ui';
import 'package:flutter/painting.dart';
import '../svg.dart';
import '../sprite.dart';
import '../position.dart';
import '../anchor.dart';
/// This represents a Component for your game.
///
/// Components can be bullets flying on the screen, a spaship or your player's fighter.
/// Anything that either renders or updates can be added to the list on [BaseGame]. It will deal with calling those methods for you.
/// Components also have other methods that can help you out if you want to overwrite them.
abstract class Component {
/// This method is called periodically by the game engine to request that your component updates itself.
///
/// The time [t] in seconds (with microseconds precision provided by Flutter) since the last update cycle.
/// This time can vary according to hardware capacity, so make sure to update your state considering this.
/// All components on [BaseGame] are always updated by the same amount. The time each one takes to update adds up to the next update cycle.
void update(double t);
/// Renders this component on the provided Canvas [c].
void render(Canvas c);
/// This is a hook called by [BaseGame] to let this component know that the screen (or flame draw area) has been update.
///
/// It receives the new size.
/// You can use the [Resizable] mixin if you want an implementation of this hook that keeps track of the current size.
void resize(Size size) {}
/// Whether this component has been loaded yet. If not loaded, [BaseGame] will not try to render it.
///
/// Sprite based components can use this to let [BaseGame] know not to try to render when the [Sprite] has not been loaded yet.
/// Note that for a more consistent experience, you can pre-load all your assets beforehand with Flame.images.loadAll.
bool loaded() => true;
/// Wether this should be destroyed or not.
///
/// It will be called once per component per loop, and if it returns true, [BaseGame] will mark your component for deletion and remove it before the next loop.
bool destroy() => false;
/// Whether this component is HUD object or not.
///
/// HUD objects ignore the [BaseGame.camera] when rendered (so their position coordinates are considered relative to the device screen).
bool isHud() => false;
/// Render priority of this component. This allows you to control the order in which your components are rendered.
///
/// Components are always updated and rendered in the order defined by this number.
/// The smaller the priority, the sooner your component will be updated/rendered.
/// It can be any integer (negative, zero, or positive).
/// If two components share the same priority, they will probably be drawn in the order they were added.
int priority() => 0;
}
/// A [Component] implementation that represents a component that has a specific, possibly dynamic position on the screen.
///
/// It represents a rectangle of dimension ([width], [height]), on the position ([x], [y]), rotate around its center with angle [angle].
/// It also uses the [anchor] property to properly position itself.
abstract class PositionComponent extends Component {
double x = 0.0, y = 0.0, angle = 0.0;
double width = 0.0, height = 0.0;
Anchor anchor = Anchor.topLeft;
Position toPosition() => Position(x, y);
void setByPosition(Position position) {
this.x = position.x;
this.y = position.y;
}
Position toSize() => Position(width, height);
void setBySize(Position size) {
this.width = size.x;
this.height = size.y;
}
Rect toRect() => Rect.fromLTWH(x, y, width, height);
void setByRect(Rect rect) {
this.x = rect.left;
this.y = rect.top;
this.width = rect.width;
this.height = rect.height;
}
double angleBetween(PositionComponent c) {
return (atan2(c.x - this.x, this.y - c.y) - pi / 2) % (2 * pi);
}
double distance(PositionComponent c) {
return sqrt(pow(this.y - c.y, 2) + pow(this.x - c.x, 2));
}
void prepareCanvas(Canvas canvas) {
canvas.translate(x, y);
canvas.rotate(angle);
double dx = -anchor.relativePosition.dx * width;
double dy = -anchor.relativePosition.dy * height;
canvas.translate(dx, dy);
}
}
/// A [PositionComponent] that renders a single [Sprite] at the designated position, scaled to have the designated size and rotated to the designated angle.
///
/// This is the most commonly used child of [Component].
class SpriteComponent extends PositionComponent {
Sprite sprite;
SpriteComponent();
SpriteComponent.square(double size, String imagePath)
: this.rectangle(size, size, imagePath);
SpriteComponent.rectangle(double width, double height, String imagePath)
: this.fromSprite(width, height, Sprite(imagePath));
SpriteComponent.fromSprite(double width, double height, this.sprite) {
this.width = width;
this.height = height;
}
@override
render(Canvas canvas) {
prepareCanvas(canvas);
sprite.render(canvas, width, height);
}
@override
bool loaded() {
return sprite != null && sprite.loaded() && x != null && y != null;
}
@override
void update(double t) {}
}
class SvgComponent extends PositionComponent {
Svg svg;
SvgComponent.fromSvg(double width, double height, this.svg) {
this.width = width;
this.height = height;
}
@override
render(Canvas canvas) {
prepareCanvas(canvas);
svg.render(canvas, width, height);
}
@override
bool loaded() {
return svg != null && svg.loaded() && x != null && y != null;
}
@override
void update(double t) {}
}