Files
flame/examples/lib/stories/tile_maps/isometric_tile_map.dart
Lukas Klingsbo a1b6ffa04a Game as a Component (#906)
* Game as a component

* Fix component stories

* Effects are now components

* Update effects docs

* Handle swap of parent

* Fix reAddChildren

* Wait for children to be added

* BaseComponent and PositionComponent to be non-abstract

* Simplify HasGameRef

* Revert so that onLoad can be null

* Fix example description

* Effects as components

* Remove gameRef from addChildren

* Fix hasGameRef

* Start migrating effects

* Updated comments of effect fields

* Fix comments

* Continue to fix sequence and combined effects

* Upgrade ordered_set

* Fix position_component_test

* BaseComponent -> Component

* Fix combined and sequence effects

* Await components to be added in tests

* Remove unnecessary game.update in tests

* Fix some tests related to composition

* BaseGame should be used in examples

* Fix CombinedEffect test

* Keyboard code to be based on Component

* Fix keyboard tests

* Fix analyze problems

* Fix sequence_effect

* Fix combined_effect_test

* Store peak state instead of end state

* Fix sequence_effect tests

* Update tutorial

* Fix tutorial 1

* Remove SimplePositionComponentEffect

* Remove unused test variable

* Update docs

* Removed onMount

* Remove onMount

* Add missing dartdoc

* Fix dart docs

* Add super.update where needed

* Move reAddChildren to component

* Reorganize method order in game widget

* preOffset -> initialDelay, postOffset -> peakDelay

* Introduce component.onParentChange

* Remove tests in wrong file

* Fix composed component test

* Add game lifecycle test

* Use BaseGame for mouse cursor test

* Oxygen should (?) not call super.update

* Use BaseGame in keyboard_test

* Fix onLoad to be properly cached

* Re-add unintentionally removed override

* Fix info for collision detection tests

* Add test for correct lifecycle on parent change

* Fix particles example

* Add component lifecycle diagram to the docs

* Add docs for the game lifecycle

* onRemove should be called when a game is removed from the widget

* Fix analyze errors

* prepare should be called from the component itself, not its parent

* Fix dartdoc

* onParentChange -> onMount

* onMount should have void as return type

* Simplify the loaderFuture in GameWidget

* Fix mock_canvas

* Fix rebase problem

* Remove asComponent

* Less complex _loaderFuture

* Add super.update to no_fcs parallax example

* Fix async tests

* Revert _loaderFuture

* Fix analyze issues

* await gameWithCollidables

* Keep epsilon small where it can be

* tappable methods should return bool

* Game lifecycle is now the same as for Component

* Remove mustCallSuper from component.update

* Make onLoadCache protected

* @internal on onLoadCache

* Cache/Memoize debugPaint and debugTextPaint

* Fix imports

* Fix comments

* Always call super.onLoad so that mixins can override it

* Add forgotten super.onLoad

* Bump coverage percentage

* HasCollidables should override update

* Fix Game comments

* Fix some dartdoc

* Apply suggestions from code review

Co-authored-by: Erick <erickzanardoo@gmail.com>

* Game + Loadable as mixins

* Update packages/flame/lib/src/game/game_widget/game_widget.dart

Co-authored-by: Luan Nico <luanpotter27@gmail.com>

* Update loadable docs

* Fix comments

* Move fps_counter

* Fix keyboard example

* Fix dartdoc

* Remove tutorials temporarily

* Fix game lowlevel graph

* Fix resize issue

Co-authored-by: Erick <erickzanardoo@gmail.com>
Co-authored-by: Luan Nico <luanpotter27@gmail.com>
2021-09-15 00:17:49 +02:00

100 lines
2.4 KiB
Dart

import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame/sprite.dart';
import 'package:flutter/material.dart' hide Image;
const x = 500.0;
const y = 500.0;
final topLeft = Vector2(x, y);
const scale = 2.0;
const srcTileSize = 32.0;
const destTileSize = scale * srcTileSize;
final originColor = Paint()..color = const Color(0xFFFF00FF);
final originColor2 = Paint()..color = const Color(0xFFAA55FF);
const halfSize = true;
const tileHeight = scale * (halfSize ? 8.0 : 16.0);
const suffix = halfSize ? '-short' : '';
class Selector extends SpriteComponent {
bool show = false;
Selector(double s, Image image)
: super(
sprite: Sprite(image, srcSize: Vector2.all(32.0)),
size: Vector2.all(s),
);
@override
void render(Canvas canvas) {
if (!show) {
return;
}
super.render(canvas);
}
}
class IsometricTileMapGame extends FlameGame with MouseMovementDetector {
late IsometricTileMapComponent base;
late Selector selector;
IsometricTileMapGame();
@override
Future<void> onLoad() async {
await super.onLoad();
final tilesetImage = await images.load('tile_maps/tiles$suffix.png');
final tileset = SpriteSheet(
image: tilesetImage,
srcSize: Vector2.all(srcTileSize),
);
final matrix = [
[3, 1, 1, 1, 0, 0],
[-1, 1, 2, 1, 0, 0],
[-1, 0, 1, 1, 0, 0],
[-1, 1, 1, 1, 0, 0],
[1, 1, 1, 1, 0, 2],
[1, 3, 3, 3, 0, 2],
];
add(
base = IsometricTileMapComponent(
tileset,
matrix,
destTileSize: Vector2.all(destTileSize),
tileHeight: tileHeight,
)
..x = x
..y = y,
);
final selectorImage = await images.load('tile_maps/selector$suffix.png');
add(selector = Selector(destTileSize, selectorImage));
}
@override
void render(Canvas canvas) {
super.render(canvas);
canvas.renderPoint(topLeft, size: 5, paint: originColor);
canvas.renderPoint(
Vector2(x, y - tileHeight),
size: 5,
paint: originColor2,
);
}
@override
void onMouseMove(PointerHoverInfo info) {
final screenPosition = info.eventPosition.game;
final block = base.getBlock(screenPosition);
selector.show = base.containsBlock(block);
selector.position.setFrom(topLeft + base.getBlockPosition(block));
}
}