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				https://github.com/flame-engine/flame.git
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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>
		
	
		
			
				
	
	
		
			124 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
import 'dart:math';
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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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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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    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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    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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  @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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    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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    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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    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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    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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