Files
flame/examples/lib/stories/effects/opacity_effect_example.dart
Pasha Stetsenko bfcda073bb Effect controllers restructuring (#1134)
* 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>
2021-12-04 15:58:42 +00:00

54 lines
1.4 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/effects.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import '../../commons/ember.dart';
class OpacityEffectExample extends FlameGame with TapDetector {
static const String description = '''
In this example we show how the `OpacityEffect` can be used in two ways.
The left Ember will constantly pulse in and out of opacity and the right
flame will change opacity when you click the screen.
''';
late final SpriteComponent sprite;
@override
Future<void> onLoad() async {
await super.onLoad();
final flameSprite = await loadSprite('flame.png');
add(
sprite = SpriteComponent(
sprite: flameSprite,
position: Vector2(300, 100),
size: Vector2(149, 211),
),
);
add(
Ember(
position: Vector2(180, 230),
size: Vector2.all(100),
)..add(
OpacityEffect.fadeOut(
EffectController(
duration: 1.5,
reverseDuration: 1.5,
infinite: true,
),
),
),
);
}
@override
void onTap() {
final opacity = sprite.paint.color.opacity;
if (opacity >= 0.5) {
sprite.add(OpacityEffect.fadeOut(EffectController(duration: 1)));
} else {
sprite.add(OpacityEffect.fadeIn(EffectController(duration: 1)));
}
}
}