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* 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>
83 lines
2.1 KiB
Dart
83 lines
2.1 KiB
Dart
import 'package:flame/components.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:flame_audio/audio_pool.dart';
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import 'package:flame_audio/flame_audio.dart';
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import 'package:flutter/widgets.dart' hide Animation;
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void main() async {
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runApp(GameWidget(game: AudioGame()));
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}
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/// This example game showcases three possible use cases:
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///
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/// 1. Use the static FlameAudio class to easily fire a sfx using the default
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/// configs for the button tap.
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/// 2. Uses a custom AudioPool for extremely efficient audio loading and pooling
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/// for tapping elsewhere.
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/// 3. Uses the Bgm utility for background music.
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class AudioGame extends FlameGame with TapDetector {
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static Paint black = BasicPalette.black.paint();
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static Paint gray = const PaletteEntry(Color(0xFFCCCCCC)).paint();
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static TextPaint text = TextPaint(
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config: TextPaintConfig(color: BasicPalette.white.color),
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);
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late AudioPool pool;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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pool = await AudioPool.create('fire_2.mp3', minPlayers: 3, maxPlayers: 4);
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startBgmMusic();
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}
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Rect get button => Rect.fromLTWH(20, size.y - 300, size.x - 40, 200);
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void startBgmMusic() {
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FlameAudio.bgm.initialize();
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FlameAudio.bgm.play('music/bg_music.ogg');
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}
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void fireOne() {
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FlameAudio.audioCache.play('sfx/fire_1.mp3');
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}
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void fireTwo() {
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pool.start();
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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canvas.drawRect(size.toRect(), black);
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text.render(
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canvas,
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'(click anywhere for 1)',
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Vector2(size.x / 2, 200),
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anchor: Anchor.topCenter,
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);
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canvas.drawRect(button, gray);
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text.render(
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canvas,
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'click here for 2',
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Vector2(size.x / 2, size.y - 200),
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anchor: Anchor.bottomCenter,
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);
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}
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@override
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void onTapDown(TapDownInfo details) {
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if (button.containsPoint(details.eventPosition.game)) {
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fireTwo();
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} else {
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fireOne();
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}
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}
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}
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