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* 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>
53 lines
1.3 KiB
Dart
53 lines
1.3 KiB
Dart
import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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class ScaleEffectExample extends FlameGame with TapDetector {
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static const String description = '''
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The `ScaleEffect` scales up the canvas before drawing the components and its
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children.
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In this example you can tap the screen and the component will scale up or
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down, depending on its current state.
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''';
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late RectangleComponent square;
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bool grow = true;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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square = RectangleComponent.square(
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size: 100,
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position: Vector2.all(200),
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paint: BasicPalette.white.paint()..style = PaintingStyle.stroke,
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);
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final childSquare = RectangleComponent.square(
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position: Vector2.all(70),
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size: 20,
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);
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square.add(childSquare);
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add(square);
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}
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@override
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void onTap() {
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final s = grow ? 3.0 : 1.0;
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grow = !grow;
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square.add(
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ScaleEffect.to(
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Vector2.all(s),
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EffectController(
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duration: 1.5,
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curve: Curves.bounceInOut,
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),
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),
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);
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}
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}
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