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https://github.com/flame-engine/flame.git
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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>
53 lines
1.5 KiB
Dart
53 lines
1.5 KiB
Dart
import 'dart:ui';
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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:flutter/services.dart';
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import 'package:flutter/widgets.dart';
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const keyboardInfo = '''
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Example showcasing how to act on keyboard events.
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It also briefly showcases how to create a game without the FlameGame.
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Usage: Use A S D F to steer the rectangle.
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''';
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class KeyboardGame with Loadable, Game, KeyboardEvents {
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static final Paint white = BasicPalette.white.paint();
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static const int speed = 200;
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Rect rect = const Rect.fromLTWH(0, 100, 100, 100);
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final Vector2 velocity = Vector2(0, 0);
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@override
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void update(double dt) {
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final displacement = velocity * (speed * dt);
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rect = rect.translate(displacement.x, displacement.y);
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}
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@override
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void render(Canvas canvas) {
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canvas.drawRect(rect, white);
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}
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@override
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KeyEventResult onKeyEvent(
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RawKeyEvent event,
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Set<LogicalKeyboardKey> keysPressed,
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) {
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final isKeyDown = event is RawKeyDownEvent;
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if (event.logicalKey == LogicalKeyboardKey.keyA) {
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velocity.x = isKeyDown ? -1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyD) {
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velocity.x = isKeyDown ? 1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyW) {
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velocity.y = isKeyDown ? -1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyS) {
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velocity.y = isKeyDown ? 1 : 0;
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}
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return super.onKeyEvent(event, keysPressed);
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}
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}
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