Files
flame/doc/examples/collision_detection/lib/main_simple.dart
Lukas Klingsbo bde4585fa0 Collision detection (#633)
* Move out collision detection methods

* Add possibility to define a hull for PositionComponents

* Add example of how to use hull with tapable

* Update contains point comment

* Fix contains point

* Hull should be based on center position

* Remove collision detection parts

* Use percentage of size instead of absolute size

* Separate hull from PositionComponent

* Clarify hull example

* Fix formatting

* Change to relative import

* Use mixin for hitbox

* Update changelog

* Rename HasHitbox to Hitbox

* Clarified names

* Add spaces within braces

* Removed extra spaces in the braces

* Moved point rotation to Vector2 extension

* Render hitbox within extension

* Added collision detection

* Add tests

* Separate classes into files

* Fix formatting

* Move geometry files into geometry directory

* Use relative import for mixin

* Begin intersections between different shapes

* Add shape class

* Align with rebase

* Fix CHANGELOG

* Fix children positioning

* New polygon intersection algorithm

* No anchor for shape in PoC

* Remove unused imports

* Smarter bounding rectangle comparisons

* Formatting

* Add Circle to Circle collision

* Circle-polygon intersections

* Explanation of circle-circle intersections

* Properly render circle circle collisions

* Fix formatting

* Better example

* Update docs for collision detection

* Fix formatting

* Add polygon definition example

* Update documentation about the shapes

* Moved premature rc6 changelog line

* Added a cache system for shape calculations

* Fix formatting

* Fix formatting

* Fix imports

* Add collidable polygon to example

* Use anchorPosition for PositionComponent containsPoint

* Fix angle problem for Rectangle

* collisionCallback -> onCollision

* Fixed Erick's comments

* Improve collision detection example

* Fix #662, zero size doesn't contain any points

* Fix formatting

* Can't contain point if x or y is 0

* Fix formatting

* Fix test

* Remove unnecessary collidable example part

* Align with Draggable overhaul

* Updated collision detection docs

* Fix PR comments

* Have more sensible Circle constructor

* Clarify shape fields

* Need ensureInitialized

* Update docs to conform with switched constructors

* Fix new definitions

* Fix formatting

* Update documentation

* Fix formatting

* Fix formatting

* Exclude metrics check for test files

* Add another simpler example of collision detection

* Updated according to comments

* Fix comments

* Fix more comments

* Fix more comments

* Fix relative import

* Fix comments

* Moved export of geometry

* Fix comments

* Remove unused import

* Fix assert for shape.component

* Fix comments

* Expect instead of assert in test
2021-02-22 00:44:11 +01:00

86 lines
1.9 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/flame.dart';
import 'package:flame/game.dart';
import 'package:flame/extensions.dart';
import 'package:flame/geometry.dart';
import 'package:flame/gestures.dart';
import 'package:flutter/material.dart' hide Image, Draggable;
import 'dart:ui';
void main() async {
WidgetsFlutterBinding.ensureInitialized();
await Flame.device.fullScreen();
final game = MyGame();
runApp(
GameWidget(
game: game,
),
);
}
class MyCollidable extends PositionComponent
with HasGameRef<MyGame>, Hitbox, Collidable {
Vector2 velocity;
final _collisionColor = Colors.amber;
bool _isWallHit = false;
bool _isCollision = false;
MyCollidable(Vector2 position) {
this.position = position;
size = Vector2.all(100);
anchor = Anchor.center;
addShape(HitboxCircle());
}
@override
Future<void> onLoad() async {
final center = gameRef.size / 2;
velocity = (center - position).normalized() * 150;
}
@override
void update(double dt) {
super.update(dt);
if (_isWallHit) {
remove();
return;
}
debugColor = _isCollision ? _collisionColor : const Color(0xFFFF00FF);
position.add(velocity * dt);
_isCollision = false;
}
@override
void render(Canvas canvas) {
super.render(canvas);
renderShapes(canvas);
}
@override
void onCollision(Set<Vector2> points, Collidable other) {
if (other is ScreenCollidable) {
_isWallHit = true;
return;
}
_isCollision = true;
}
}
class MyGame extends BaseGame with HasCollidables, TapDetector {
final TextConfig fpsTextConfig = TextConfig(
color: const Color(0xFFFFFFFF),
);
@override
Future<void> onLoad() async {
add(ScreenCollidable());
}
@override
void onTapDown(TapDownDetails details) {
add(MyCollidable(details.localPosition.toVector2()));
}
}