Files
flame/examples/lib/stories/parallax/advanced_parallax_example.dart
Erick ff3d91075c feat: Adding filterQuality arguments to Parallax load methods (#2596)
The Parallax already supported filter quality, but the loader methods were missing parameters for it to be passed to the loaded instances, making it impossible (unless manually loading) to set a filter quality in a parallax.

By setting a filter quality to none (which on flutter means that the next neighbour algorithm will be user) on pixel art sprites we can keep the crisp look that that style of art demands.
2023-06-30 06:03:00 +02:00

38 lines
959 B
Dart

import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/parallax.dart';
class AdvancedParallaxExample extends FlameGame {
static const String description = '''
Shows how to create a parallax with different velocity deltas on each layer.
''';
final _layersMeta = {
'parallax/bg.png': 1.0,
'parallax/mountain-far.png': 1.5,
'parallax/mountains.png': 2.3,
'parallax/trees.png': 3.8,
'parallax/foreground-trees.png': 6.6,
};
@override
Future<void> onLoad() async {
final layers = _layersMeta.entries.map(
(e) => loadParallaxLayer(
ParallaxImageData(e.key),
velocityMultiplier: Vector2(e.value, 1.0),
filterQuality: FilterQuality.none,
),
);
final parallax = ParallaxComponent(
parallax: Parallax(
await Future.wait(layers),
baseVelocity: Vector2(20, 0),
),
);
add(parallax);
}
}