11 KiB
Input
Gestures
Inside package:flame/gestures.dart you can find a whole set of mixins which can be included on your game class instance to be able to receive touch input events. Below you can see the full list of these mixins and its methods:
Touch and mouse detectors
- TapDetector
- onTap
- onTapCancel
- onTapDown
- onTapUp
- SecondaryTapDetector
- onSecondaryTapDown
- onSecondaryTapUp
- onSecondaryTapCancel
- DoubleTapDetector
- onDoubleTap
- LongPressDetector
- onLongPress
- onLongPressStart
- onLongPressMoveUpdate
- onLongPressUp
- onLongPressEnd
- VerticalDragDetector
- onVerticalDragDown
- onVerticalDragStart
- onVerticalDragUpdate
- onVerticalDragEnd
- onVerticalDragCancel
- HorizontalDragDetector
- onHorizontalDragDown
- onHorizontalDragStart
- onHorizontalDragUpdate
- onHorizontalDragEnd
- onHorizontalDragCancel
- ForcePressDetector
- onForcePressStart
- onForcePressPeak
- onForcePressUpdate
- onForcePressEnd
- PanDetector
- onPanDown
- onPanStart
- onPanUpdate
- onPanEnd
- onPanCancel
- ScaleDetector
- onScaleStart
- onScaleUpdate
- onScaleEnd
- MultiTouchTapDetector
- onTap
- onTapCancel
- onTapDown
- onTapUp
- MultiTouchDragDetector
- onReceiveDrag
Mouse only events
- MouseMovementDetector
- onMouseMove
- ScrollDetector
- onScroll
Many of these detectors can conflict with each other. For example, you can't register both Vertical and Horizontal drags, so not all of them can be used together.
It is also not possible to mix advanced detectors (MultiTouch*) with basic detectors as they will always win the gesture arena and the basic detectors will never be triggered. So for example, you can use both MultiTouchDragDetector and MultiTouchDragDetector together, but if you try to use MultiTouchTapDetector and PanDetector, no events will be triggered for the later.
Flame's GestureApi is provided byt Flutter's Gestures Widgets, including GestureDetector widget, RawGestureDetector widget and MouseRegion widget, you can also read more about Flutter's gestures here.
Example
class MyGame extends Game with TapDetector {
// Other methods omitted
@override
void onTapDown(TapDownDetails details) {
print("Player tap down on ${details.globalPosition.dx} - ${details.globalPosition.dy}");
}
@override
void onTapUp(TapUpDetails details) {
print("Player tap up on ${details.globalPosition.dx} - ${details.globalPosition.dy}");
}
}
You can also check a more complete example here.
Tapable and Draggable components
Any component derived from BaseComponent (most components) can add the Tapable and/or the Draggable mixins to handle taps and drags on the component.
All overridden methods return a boolean to control if the event should be passed down further along to components underneath it.
So say that you only want your top visible component to receive a tap and not the ones underneath it, then your onTapDown, onTapUp and onTapCancel implementations should return false and if you want the event to go through more of the components underneath then you should return true.
The same applies if your component has children, then the event is first sent to the leaves in the children tree and then passed further down until a method returns false.
Tapable components
By adding the HasTapableComponents mixin to your game, and using the mixin Tapable on your components, you can override the following methods on your components:
void onTapCancel() {}
void onTapDown(TapDownDetails details) {}
void onTapUp(TapUpDetails details) {}
Minimal component example:
import 'package:flame/components/component.dart';
import 'package:flame/components/mixins/tapable.dart';
class TapableComponent extends PositionComponent with Tapable {
// update and render omitted
@override
void onTapUp(TapUpDetails details) {
print("tap up");
}
@override
void onTapDown(TapDownDetails details) {
print("tap down");
}
@override
void onTapCancel() {
print("tap cancel");
}
}
class MyGame extends BaseGame with HasTapableComponents {
MyGame() {
add(TapableComponent());
}
}
Warning: HasTapableComponents uses an advanced gesture detector under the hood and as explained further up on this page it shouldn't be used alongside basic detectors.
Draggable components
Just like with Tapable, Flame offers a mixin for Draggable.
By adding the HasDraggableComponents mixin to your game, and by using the mixin Draggable on your components can override the following methods, enabling an easy to use drag event on your components.
Note that the DragEvent.initialPosition doesn't take any padding or margin outside the game widget into account, so if you are not running the game in full screen you'll have to take that into account.
void onReceiveDrag(DragEvent details) {}
Minimal component example:
import 'package:flame/components/component.dart';
import 'package:flame/components/mixins/draggable.dart';
class DraggableComponent extends PositionComponent with Draggable {
// update and render omitted
bool _isDragged = false;
@override
void onReceiveDrag(DragEvent details) {
event.onUpdate = (DragUpdateDetails details) {
if (!_isDragged) {
_isDragged = true;
print("Drag starting")
}
print("Drag updated");
};
event.onEnd = (DragEndDetails details) {
_isDragged = false;
print("Drag stopped");
};
return true;
}
}
class MyGame extends BaseGame with HasDraggableComponents {
MyGame() {
add(DraggableComponent());
}
}
Warning: HasDraggableComponents uses an advanced gesture detector under the hood and as explained further up on this page, shouldn't be used alongside basic detectors.
Keyboard
Flame provides a simple way to access Flutter's features regarding accessing Keyboard input events.
To use it, just add the KeyboardEvents mixin to your game class.
When doing this you will need to implement the onKeyEvent method, this method is called every time a keyboard event happens, and it receives an instance of the Flutter class RawKeyEvent.
This event can be used to get information about what occurred, like if it was a key down or key up event, and which key was pressed etc.
Minimal example:
import 'package:flame/game.dart';
import 'package:flame/keyboard.dart';
import 'package:flutter/services.dart';
class MyGame extends Game with KeyboardEvents {
// update and render omitted
@override
void onKeyEvent(e) {
final bool isKeyDown = e is RawKeyDownEvent;
print(" Key: ${e.data.keyLabel} - isKeyDown: $isKeyDown");
}
}
You can also check a more complete example here.
Joystick
Flame provides a component capable of creating a virtual joystick for taking input for your game. It can be configure with a variaty of combinations, like using two sticks, or only one stick and some pressable buttons, and so on.
To use this feature. You need to create a JoystickComponent, configure it the way you want, and add it to your game.
To receive the inputs from the joystick component, you need to have a class which implements a JoystickListener, and that class needs to be added as an observer of the joystick component previous created. That implementer of the the JoystickListener could be any class, but one common practice is for it to be your component that will be controlled by the joystick, like a player component for example.
Check this example to get a better understanding:
import 'package:flame/components/joystick/joystick_action.dart';
import 'package:flame/components/joystick/joystick_component.dart';
import 'package:flame/components/joystick/joystick_directional.dart';
import 'package:flame/game.dart';
import 'package:flame/gestures.dart';
import 'package:flutter/material.dart';
class MyGame extends BaseGame with MultiTouchDragDetector {
final player = Player();
final joystick = JoystickComponent(
componentPriority: 0,
directional: JoystickDirectional(
spriteBackgroundDirectional: Sprite('directional_background.png'), // optional
spriteKnobDirectional: Sprite('directional_knob.png'), // optional
isFixed: true, // optional
margin: const EdgeInsets.only(left: 100, bottom: 100), // optional
size: 80, // optional
color: Colors.blueGrey, // optional
opacityBackground: 0.5, // optional
opacityKnob: 0.8, // optional
),
actions: [
JoystickAction(
actionId: 1, // required
sprite: Sprite('action.png'), // optional
spritePressed: Sprite('action_pressed.png'), // optional
spriteBackgroundDirection: Sprite('action_direction_background.png'), // optional
enableDirection: false, // optional
size: 50, // optional
sizeFactorBackgroundDirection: 1.5, // optional
margin: const EdgeInsets.all(50), // optional
color: Colors.blueGrey, // optional
align: JoystickActionAlign.BOTTOM_RIGHT, // optional
opacityBackground: 0.5, // optional
opacityKnob: 0.8, // optional
),
],
);
MyGame() {
joystick.addObserver(player);
add(player);
add(joystick);
}
@override
void onReceiveDrag(DragEvent drag) {
joystick.onReceiveDrag(drag);
super.onReceiveDrag(drag);
}
}
class Player extends Component implements JoystickListener {
@override
void render(Canvas canvas) {}
@override
void update(double dt) {}
@override
void joystickAction(JoystickActionEvent event) {
// Do anything when click in action button.
print('Action: $event');
}
@override
void joystickChangeDirectional(JoystickDirectionalEvent event) {
// Do anything when interact with directional.
print('Directional: $event');
}
}
JoystickDirectionalEvent
JoystickDirectionalEvent({
JoystickMoveDirectional directional,
double intensity = 0.0,
double radAngle = 0.0,
});
enum JoystickMoveDirectional {
MOVE_UP,
MOVE_UP_LEFT,
MOVE_UP_RIGHT,
MOVE_RIGHT,
MOVE_DOWN,
MOVE_DOWN_RIGHT,
MOVE_DOWN_LEFT,
MOVE_LEFT,
IDLE
}
JoystickActionEvent
JoystickActionEvent({
int id,
double intensity = 0.0,
double radAngle = 0.0,
ActionEvent event,
});
enum ActionEvent { DOWN, UP, MOVE, CANCEL }
You can also check a more complete example here.