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	bfcda073bb
	
	
	
		
			
			* Update effectController
* move effect controllers into the controllers/ directory
* Add .forward property to EffectController
* SimpleEffectController supports reverse time
* Fixing some compile errors
* rename SimpleEffectController -> LinearEffectController
* minor cleanup
* DurationEffectController and PauseEffectController
* ReverseLinearEffectController
* CurvedEffectController and its reverse
* InfiniteEffectController
* Added EffectController.recede()
* Add EffectController.update()
* Add InfiniteEffectController'
* RepeatedEffectController
* SequenceEffectController
* DelayedEffectController
* Restore the [EffectController.started] property
* minor
* Rename reset() -> setToStart()
* time direction is now managed from the Effect class
* StandardEffectController replaced with function standardController()
* update some doc-comments
* flutter analyze
* flutter format
* fix some tests
* more test fixes
* fix remaining tests
* format
* rename local variable
* minor simplification
* Expand docs in PauseEffectController
* added tests
* Curved controller test
* fix errors
* formatting
* added more tests
* format
* fix RepeatedEffectController
* more tests
* format
* changelog
* increase tolerance
* Replaced standardController with factory EffectController constructor
* Added parameter EffectController({alternate=false})
* Added default for curve= parameter
* rename
* rename tests
* added more exports
* rename tests
* rename src/effects2
Co-authored-by: Lukas Klingsbo <lukas.klingsbo@gmail.com>
		
	
		
			
				
	
	
		
			124 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'dart:math';
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| 
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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:flutter/material.dart';
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| 
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| class MoveEffectExample extends FlameGame {
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|   static const description = '''
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|     Top square has `MoveEffect.to` effect that makes the component move along a
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|     straight line back and forth. The effect uses a non-linear progression
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|     curve, which makes the movement non-uniform.
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| 
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|     The middle green square has a combination of two movement effects: a
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|     `MoveEffect.to` and a `MoveEffect.by` which forces it to periodically jump.
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| 
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|     At the bottom there are 60 more components which demonstrate movement along
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|     an arbitrary path using `MoveEffect.along`.
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|   ''';
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| 
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|   @override
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|   void onMount() {
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|     const tau = Transform2D.tau;
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|     camera.viewport = FixedResolutionViewport(Vector2(400, 600));
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| 
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|     final paint1 = Paint()
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|       ..style = PaintingStyle.stroke
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|       ..strokeWidth = 5.0
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|       ..color = Colors.deepOrange;
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|     final paint2 = Paint()
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|       ..style = PaintingStyle.stroke
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|       ..strokeWidth = 5.0
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|       ..color = Colors.greenAccent;
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| 
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|     add(
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|       RectangleComponent.square(
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|         position: Vector2(20, 50),
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|         size: 20,
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|         paint: paint1,
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|       )..add(
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|           MoveEffect.to(
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|             Vector2(380, 50),
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|             EffectController(
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|               duration: 3,
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|               reverseDuration: 3,
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|               infinite: true,
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|               curve: Curves.easeOut,
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|             ),
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|           ),
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|         ),
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|     );
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|     add(
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|       RectangleComponent.square(
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|         position: Vector2(20, 150),
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|         size: 20,
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|         paint: paint2,
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|       )
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|         ..add(
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|           MoveEffect.to(
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|             Vector2(380, 150),
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|             EffectController(
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|               duration: 3,
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|               reverseDuration: 3,
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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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|           MoveEffect.by(
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|             Vector2(0, -50),
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|             EffectController(
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|               duration: 0.25,
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|               reverseDuration: 0.25,
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|               startDelay: 1,
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|               atMinDuration: 2,
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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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|     );
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| 
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|     final path1 = Path()..moveTo(200, 250);
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|     for (var i = 1; i <= 5; i++) {
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|       final x = 200 + 100 * sin(i * tau * 2 / 5);
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|       final y = 350 - 100 * cos(i * tau * 2 / 5);
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|       path1.lineTo(x, y);
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|     }
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|     for (var i = 0; i < 40; i++) {
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|       add(
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|         CircleComponent(radius: 5)
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|           ..add(
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|             MoveEffect.along(
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|               path1,
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|               EffectController(
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|                 duration: 10,
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|                 startDelay: i * 0.2,
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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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| 
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|     final path2 = Path()..addOval(const Rect.fromLTRB(80, 230, 320, 470));
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|     for (var i = 0; i < 20; i++) {
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|       add(
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|         RectangleComponent.square(size: 10)
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|           ..paint = (Paint()..color = Colors.tealAccent)
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|           ..add(
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|             MoveEffect.along(
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|               path2,
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|               EffectController(
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|                 duration: 6,
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|                 startDelay: i * 0.3,
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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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|   }
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| }
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